wined3d: Avoid wasting a uniform.
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674af50174
commit
96bce8d6d4
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@ -127,6 +127,9 @@ void shader_arb_load_constants(
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GL_LIMITS(vshader_constantsF),
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GL_LIMITS(vshader_constantsF),
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stateBlock->vertexShaderConstantF,
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stateBlock->vertexShaderConstantF,
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&stateBlock->set_vconstantsF);
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&stateBlock->set_vconstantsF);
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/* Upload the position fixup */
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GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, vshader_impl->wineD3DDevice->posFixup));
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}
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}
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if (usePixelShader) {
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if (usePixelShader) {
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@ -311,22 +311,9 @@ static void primitiveInitState(
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/* Vertex Shader output is already transformed, so set up identity matrices */
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/* Vertex Shader output is already transformed, so set up identity matrices */
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if (useVS) {
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if (useVS) {
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glMatrixMode(GL_MODELVIEW);
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This->posFixup[1] = This->renderUpsideDown ? -1.0 : 1.0;
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checkGLcall("glMatrixMode");
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This->posFixup[2] = 0.9 / This->stateBlock->viewport.Width;
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glLoadIdentity();
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This->posFixup[3] = -0.9 / This->stateBlock->viewport.Height;
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glMatrixMode(GL_PROJECTION);
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checkGLcall("glMatrixMode");
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glLoadIdentity();
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/* Window Coord 0 is the middle of the first pixel, so translate by half
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a pixel (See comment above glTranslate above) */
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glTranslatef(0.9 / This->stateBlock->viewport.Width, -0.9 / This->stateBlock->viewport.Height, 0);
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checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
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if (This->renderUpsideDown) {
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glMultMatrixf(invymat);
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checkGLcall("glMultMatrixf(invymat)");
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}
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This->modelview_valid = FALSE;
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This->proj_valid = FALSE;
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}
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}
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This->last_was_rhw = FALSE;
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This->last_was_rhw = FALSE;
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@ -288,6 +288,7 @@ void shader_glsl_load_constants(
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if (useVertexShader) {
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if (useVertexShader) {
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IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
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IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
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IWineD3DVertexShaderImpl* vshader_impl = (IWineD3DVertexShaderImpl*) vshader;
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IWineD3DVertexShaderImpl* vshader_impl = (IWineD3DVertexShaderImpl*) vshader;
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GLint pos;
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IWineD3DVertexDeclarationImpl* vertexDeclaration =
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IWineD3DVertexDeclarationImpl* vertexDeclaration =
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(IWineD3DVertexDeclarationImpl*) vshader_impl->vertexDeclaration;
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(IWineD3DVertexDeclarationImpl*) vshader_impl->vertexDeclaration;
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@ -314,6 +315,12 @@ void shader_glsl_load_constants(
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shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
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shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
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stateBlock->vertexShaderConstantB,
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stateBlock->vertexShaderConstantB,
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stateBlock->set.vertexShaderConstantsB);
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stateBlock->set.vertexShaderConstantsB);
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/* Upload the position fixup params */
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pos = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
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checkGLcall("glGetUniformLocationARB");
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glUniform4fvARB(pos, 1, &vshader_impl->wineD3DDevice->posFixup[0]);
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checkGLcall("glUniform4fvARB");
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}
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}
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if (usePixelShader) {
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if (usePixelShader) {
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@ -375,6 +382,9 @@ void shader_generate_glsl_declarations(
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if (This->baseShader.limits.constant_bool > 0)
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if (This->baseShader.limits.constant_bool > 0)
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shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
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shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
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if(!pshader)
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shader_addline(buffer, "uniform vec4 posFixup;\n");
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/* Declare texture samplers */
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/* Declare texture samplers */
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for (i = 0; i < This->baseShader.limits.sampler; i++) {
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for (i = 0; i < This->baseShader.limits.sampler; i++) {
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if (reg_maps->samplers[i]) {
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if (reg_maps->samplers[i]) {
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@ -737,17 +737,16 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
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/* Write the final position.
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/* Write the final position.
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*
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*
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* OpenGL coordinates specify the center of the pixel while d3d coords specify
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* OpenGL coordinates specify the center of the pixel while d3d coords specify
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* the corner. For that reason a translation is done with the projection matrix,
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* the corner. The offsets are stored in z and w in the 2nd row of the projection
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* which sets the offsets to move in the w coords of the matrix(see glTranslate manpage)
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* matrix to avoid wasting a free shader constant. Add them to the w and z coord
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* Add the w coordinates to x and y, this avoids the need for a full matrix
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* of the 2nd row
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* multiplication. The matrix is set up in drawprim.c, primitiveInitState.
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*/
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*/
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shader_addline(&buffer, "gl_Position.x = gl_Position.x + gl_ProjectionMatrix[3][0];\n");
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shader_addline(&buffer, "gl_Position.x = gl_Position.x + posFixup[2];\n");
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shader_addline(&buffer, "gl_Position.y = gl_Position.y + gl_ProjectionMatrix[3][1];\n");
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shader_addline(&buffer, "gl_Position.y = gl_Position.y + posFixup[3];\n");
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/* Account for any inverted textures (render to texture case) by reversing the y coordinate
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/* Account for any inverted textures (render to texture case) by reversing the y coordinate
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* (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices)
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* (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices)
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*/
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*/
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shader_addline(&buffer, "gl_Position.y = gl_Position.y * gl_ProjectionMatrix[1][1];\n");
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shader_addline(&buffer, "gl_Position.y = gl_Position.y * posFixup[1];\n");
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shader_addline(&buffer, "}\n\0");
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shader_addline(&buffer, "}\n\0");
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@ -772,9 +771,8 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
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/* Base Declarations */
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/* Base Declarations */
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shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
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shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
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/* We need the projection matrix to correctly render upside-down objects (render to texture) */
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/* We need a constant to fixup the final position */
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shader_addline(&buffer, "PARAM PROJECTIONX = state.matrix.projection.row[0];\n");
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shader_addline(&buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
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shader_addline(&buffer, "PARAM PROJECTIONY = state.matrix.projection.row[1];\n");
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if (reg_maps->fog) {
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if (reg_maps->fog) {
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This->usesFog = 1;
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This->usesFog = 1;
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@ -792,17 +790,15 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
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/* Write the final position.
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/* Write the final position.
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*
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*
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* OpenGL coordinates specify the center of the pixel while d3d coords specify
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* OpenGL coordinates specify the center of the pixel while d3d coords specify
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* the corner. For that reason a translation is done with the projection matrix,
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* the corner. The offsets are stored in the 2nd row of the projection matrix,
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* which sets the offsets to move in the w coords of the matrix(see glTranslate manpage)
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* the x offset in z and the y offset in w. Add them to the resulting position
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* Add the w coordinates to x and y, this avoids the need for a full matrix
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* multiplication. The matrix is set up in drawprim.c, primitiveInitState.
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*/
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*/
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shader_addline(&buffer, "ADD result.position.x, TMP_OUT.x, PROJECTIONX.w;\n");
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shader_addline(&buffer, "ADD result.position.x, TMP_OUT.x, posFixup.z;\n");
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shader_addline(&buffer, "ADD result.position.y, TMP_OUT.y, PROJECTIONY.w;\n");
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shader_addline(&buffer, "ADD result.position.y, TMP_OUT.y, posFixup.w;\n");
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/* Account for any inverted textures (render to texture case) by reversing the y coordinate
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/* Account for any inverted textures (render to texture case) by reversing the y coordinate
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* (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices)
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* (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices)
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*/
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*/
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shader_addline(&buffer, "MUL result.position.y, TMP_OUT.y, PROJECTIONY.y;\n");
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shader_addline(&buffer, "MUL result.position.y, TMP_OUT.y, posFixup.y;\n");
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shader_addline(&buffer, "END\n\0");
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shader_addline(&buffer, "END\n\0");
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@ -581,6 +581,9 @@ typedef struct IWineD3DDeviceImpl
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/* List of GLSL shader programs and their associated vertex & pixel shaders */
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/* List of GLSL shader programs and their associated vertex & pixel shaders */
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struct list glsl_shader_progs;
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struct list glsl_shader_progs;
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/* Final position fixup constant */
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float posFixup[4];
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} IWineD3DDeviceImpl;
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} IWineD3DDeviceImpl;
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extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
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extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
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@ -1667,6 +1670,12 @@ inline static BOOL shader_is_comment(DWORD token) {
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return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
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return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
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}
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}
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/* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
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* so upload them above that
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*/
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#define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
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#define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
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/*****************************************************************************
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/*****************************************************************************
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* IDirect3DVertexShader implementation structure
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* IDirect3DVertexShader implementation structure
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*/
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*/
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