wined3d: Use upper-case enum elements in the vertexprocessing_mode enum.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
678c5544c1
commit
9cdc8876b0
|
@ -1061,7 +1061,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
|
|||
/* This is better than nothing for now */
|
||||
sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
|
||||
}
|
||||
else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
|
||||
else if(ctx->cur_ps_args->super.vp_mode != WINED3D_VP_MODE_SHADER)
|
||||
{
|
||||
/* This is problematic because we'd have to consult the ctx->ps_input strings
|
||||
* for where to find the varying. Some may be "0.0", others can be texcoords or
|
||||
|
@ -3415,73 +3415,68 @@ static void init_ps_input(const struct wined3d_shader *shader,
|
|||
const char *semantic_name;
|
||||
DWORD semantic_idx;
|
||||
|
||||
switch(args->super.vp_mode)
|
||||
if (args->super.vp_mode == WINED3D_VP_MODE_SHADER)
|
||||
{
|
||||
case pretransformed:
|
||||
case fixedfunction:
|
||||
/* The pixelshader has to collect the varyings on its own. In any case properly load
|
||||
* color0 and color1. In the case of pretransformed vertices also load texcoords. Set
|
||||
* other attribs to 0.0.
|
||||
*
|
||||
* For fixedfunction this behavior is correct, according to the tests. For pretransformed
|
||||
* we'd either need a replacement shader that can load other attribs like BINORMAL, or
|
||||
* load the texcoord attrib pointers to match the pixel shader signature
|
||||
*/
|
||||
for (i = 0; i < shader->input_signature.element_count; ++i)
|
||||
{
|
||||
input = &shader->input_signature.elements[i];
|
||||
if (!(semantic_name = input->semantic_name))
|
||||
continue;
|
||||
semantic_idx = input->semantic_idx;
|
||||
/* That one is easy. The vertex shaders provide v0-v7 in
|
||||
* fragment.texcoord and v8 and v9 in fragment.color. */
|
||||
for (i = 0; i < 8; ++i)
|
||||
{
|
||||
priv->ps_input[i] = texcoords[i];
|
||||
}
|
||||
priv->ps_input[8] = "fragment.color.primary";
|
||||
priv->ps_input[9] = "fragment.color.secondary";
|
||||
return;
|
||||
}
|
||||
|
||||
if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
|
||||
{
|
||||
if (!semantic_idx)
|
||||
priv->ps_input[input->register_idx] = "fragment.color.primary";
|
||||
else if (semantic_idx == 1)
|
||||
priv->ps_input[input->register_idx] = "fragment.color.secondary";
|
||||
else
|
||||
priv->ps_input[input->register_idx] = "0.0";
|
||||
}
|
||||
else if (args->super.vp_mode == fixedfunction)
|
||||
{
|
||||
priv->ps_input[input->register_idx] = "0.0";
|
||||
}
|
||||
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
|
||||
{
|
||||
if (semantic_idx < 8)
|
||||
priv->ps_input[input->register_idx] = texcoords[semantic_idx];
|
||||
else
|
||||
priv->ps_input[input->register_idx] = "0.0";
|
||||
}
|
||||
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
|
||||
{
|
||||
if (!semantic_idx)
|
||||
priv->ps_input[input->register_idx] = "fragment.fogcoord";
|
||||
else
|
||||
priv->ps_input[input->register_idx] = "0.0";
|
||||
}
|
||||
else
|
||||
{
|
||||
priv->ps_input[input->register_idx] = "0.0";
|
||||
}
|
||||
/* The fragment shader has to collect the varyings on its own. In any case
|
||||
* properly load color0 and color1. In the case of pre-transformed
|
||||
* vertices also load texture coordinates. Set other attributes to 0.0.
|
||||
*
|
||||
* For fixed-function this behavior is correct, according to the tests.
|
||||
* For pre-transformed we'd either need a replacement shader that can load
|
||||
* other attributes like BINORMAL, or load the texture coordinate
|
||||
* attribute pointers to match the fragment shader signature. */
|
||||
for (i = 0; i < shader->input_signature.element_count; ++i)
|
||||
{
|
||||
input = &shader->input_signature.elements[i];
|
||||
if (!(semantic_name = input->semantic_name))
|
||||
continue;
|
||||
semantic_idx = input->semantic_idx;
|
||||
|
||||
TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
|
||||
semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
|
||||
}
|
||||
break;
|
||||
if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
|
||||
{
|
||||
if (!semantic_idx)
|
||||
priv->ps_input[input->register_idx] = "fragment.color.primary";
|
||||
else if (semantic_idx == 1)
|
||||
priv->ps_input[input->register_idx] = "fragment.color.secondary";
|
||||
else
|
||||
priv->ps_input[input->register_idx] = "0.0";
|
||||
}
|
||||
else if (args->super.vp_mode == WINED3D_VP_MODE_FF)
|
||||
{
|
||||
priv->ps_input[input->register_idx] = "0.0";
|
||||
}
|
||||
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
|
||||
{
|
||||
if (semantic_idx < 8)
|
||||
priv->ps_input[input->register_idx] = texcoords[semantic_idx];
|
||||
else
|
||||
priv->ps_input[input->register_idx] = "0.0";
|
||||
}
|
||||
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
|
||||
{
|
||||
if (!semantic_idx)
|
||||
priv->ps_input[input->register_idx] = "fragment.fogcoord";
|
||||
else
|
||||
priv->ps_input[input->register_idx] = "0.0";
|
||||
}
|
||||
else
|
||||
{
|
||||
priv->ps_input[input->register_idx] = "0.0";
|
||||
}
|
||||
|
||||
case vertexshader:
|
||||
/* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
|
||||
* fragment.color
|
||||
*/
|
||||
for(i = 0; i < 8; i++)
|
||||
{
|
||||
priv->ps_input[i] = texcoords[i];
|
||||
}
|
||||
priv->ps_input[8] = "fragment.color.primary";
|
||||
priv->ps_input[9] = "fragment.color.secondary";
|
||||
break;
|
||||
TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
|
||||
semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -6735,7 +6735,7 @@ static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct w
|
|||
semantic_idx = input->semantic_idx;
|
||||
shader_glsl_write_mask_to_str(input->mask, reg_mask);
|
||||
|
||||
if (args->vp_mode == vertexshader)
|
||||
if (args->vp_mode == WINED3D_VP_MODE_SHADER)
|
||||
{
|
||||
if (input->sysval_semantic == WINED3D_SV_POSITION && !semantic_idx)
|
||||
{
|
||||
|
@ -6774,7 +6774,7 @@ static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct w
|
|||
if (args->pointsprite)
|
||||
shader_addline(buffer, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
|
||||
shader->u.ps.input_reg_map[input->register_idx]);
|
||||
else if (args->vp_mode == pretransformed && args->texcoords_initialized & (1u << semantic_idx))
|
||||
else if (args->vp_mode == WINED3D_VP_MODE_NONE && args->texcoords_initialized & (1u << semantic_idx))
|
||||
shader_addline(buffer, "ps_in[%u]%s = %s[%u]%s;\n",
|
||||
shader->u.ps.input_reg_map[input->register_idx], reg_mask,
|
||||
needs_legacy_glsl_syntax(gl_info)
|
||||
|
@ -7596,7 +7596,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
|
|||
shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
|
||||
}
|
||||
|
||||
if (version->major < 3 || args->vp_mode != vertexshader)
|
||||
if (version->major < 3 || args->vp_mode != WINED3D_VP_MODE_SHADER)
|
||||
{
|
||||
shader_addline(buffer, "uniform struct\n{\n");
|
||||
shader_addline(buffer, " vec4 color;\n");
|
||||
|
@ -7630,7 +7630,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
|
|||
{
|
||||
unsigned int in_count = min(vec4_varyings(version->major, gl_info), shader->limits->packed_input);
|
||||
|
||||
if (args->vp_mode == vertexshader && reg_maps->input_registers)
|
||||
if (args->vp_mode == WINED3D_VP_MODE_SHADER && reg_maps->input_registers)
|
||||
shader_glsl_declare_shader_inputs(gl_info, buffer, in_count,
|
||||
shader->u.ps.interpolation_mode, version->major >= 4);
|
||||
shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
|
||||
|
@ -7729,7 +7729,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
|
|||
"vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
|
||||
}
|
||||
|
||||
if (reg_maps->shader_version.major < 3 || args->vp_mode != vertexshader)
|
||||
if (reg_maps->shader_version.major < 3 || args->vp_mode != WINED3D_VP_MODE_SHADER)
|
||||
{
|
||||
unsigned int i;
|
||||
WORD map = reg_maps->texcoord;
|
||||
|
|
|
@ -3926,16 +3926,16 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
|
|||
if (shader->reg_maps.shader_version.major >= 3)
|
||||
{
|
||||
if (position_transformed)
|
||||
args->vp_mode = pretransformed;
|
||||
args->vp_mode = WINED3D_VP_MODE_NONE;
|
||||
else if (use_vs(state))
|
||||
args->vp_mode = vertexshader;
|
||||
args->vp_mode = WINED3D_VP_MODE_SHADER;
|
||||
else
|
||||
args->vp_mode = fixedfunction;
|
||||
args->vp_mode = WINED3D_VP_MODE_FF;
|
||||
args->fog = WINED3D_FFP_PS_FOG_OFF;
|
||||
}
|
||||
else
|
||||
{
|
||||
args->vp_mode = vertexshader;
|
||||
args->vp_mode = WINED3D_VP_MODE_SHADER;
|
||||
if (state->render_states[WINED3D_RS_FOGENABLE])
|
||||
{
|
||||
switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
|
||||
|
|
|
@ -1300,10 +1300,11 @@ enum wined3d_gl_resource_type
|
|||
WINED3D_GL_RES_TYPE_COUNT = 7,
|
||||
};
|
||||
|
||||
enum vertexprocessing_mode {
|
||||
fixedfunction,
|
||||
vertexshader,
|
||||
pretransformed
|
||||
enum wined3d_vertex_processing_mode
|
||||
{
|
||||
WINED3D_VP_MODE_FF,
|
||||
WINED3D_VP_MODE_SHADER,
|
||||
WINED3D_VP_MODE_NONE,
|
||||
};
|
||||
|
||||
#define WINED3D_CONST_NUM_UNUSED ~0U
|
||||
|
@ -1338,7 +1339,7 @@ enum wined3d_shader_tex_types
|
|||
struct ps_compile_args
|
||||
{
|
||||
struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
|
||||
enum vertexprocessing_mode vp_mode;
|
||||
enum wined3d_vertex_processing_mode vp_mode;
|
||||
enum wined3d_ffp_ps_fog_mode fog;
|
||||
WORD tex_transform; /* ps 1.0-1.3, 4 textures */
|
||||
WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
|
||||
|
|
Loading…
Reference in New Issue