wined3d: Handle SM 3.0 varyings in ARB.

This commit is contained in:
Stefan Doesinger 2009-06-18 13:16:34 +02:00 committed by Alexandre Julliard
parent ab19612922
commit b53b5909ff
1 changed files with 514 additions and 42 deletions

View File

@ -124,6 +124,7 @@ struct arb_vs_compile_args
{
struct vs_compile_args super;
DWORD bools; /* WORD is enough, use DWORD for alignment */
DWORD ps_signature;
unsigned char loop_ctrl[MAX_CONST_I][3];
};
@ -164,11 +165,28 @@ struct shader_arb_ctx_priv
BOOL muted;
unsigned int num_loops, loop_depth, num_ifcs;
int aL;
/* For 3.0 vertex shaders */
const char *vs_output[MAX_REG_OUTPUT];
/* For 2.x and earlier vertex shaders */
const char *texcrd_output[8], *color_output[2], *fog_output;
/* 3.0 pshader input for compatibility with fixed function */
const char *ps_input[MAX_REG_INPUT];
};
struct ps_signature
{
struct wined3d_shader_signature_element *sig;
DWORD idx;
struct wine_rb_entry entry;
};
struct arb_pshader_private {
struct arb_ps_compiled_shader *gl_shaders;
UINT num_gl_shaders, shader_array_size;
BOOL has_signature_idx;
DWORD input_signature_idx;
};
struct arb_vshader_private {
@ -186,6 +204,9 @@ struct shader_arb_priv
GLuint depth_blt_fprogram_id[tex_type_count];
BOOL use_arbfp_fixed_func;
struct wine_rb_tree fragment_shaders;
struct wine_rb_tree signature_tree;
DWORD ps_sig_number;
};
/********************************************************
@ -671,8 +692,81 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
case WINED3DSPR_INPUT:
if (pshader)
{
if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
else strcpy(register_name, "fragment.color.secondary");
if(This->baseShader.reg_maps.shader_version.major < 3)
{
if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
else strcpy(register_name, "fragment.color.secondary");
}
else
{
if(reg->rel_addr)
{
char rel_reg[50];
shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
if(strcmp(rel_reg, "**aL_emul**") == 0)
{
DWORD idx = ctx->aL + reg->idx;
if(idx < MAX_REG_INPUT)
{
strcpy(register_name, ctx->ps_input[idx]);
}
else
{
ERR("Pixel shader input register out of bounds: %u\n", idx);
sprintf(register_name, "out_of_bounds_%u", idx);
}
}
else if(This->baseShader.reg_maps.input_registers & 0x0300)
{
/* There are two ways basically:
*
* 1) Use the unrolling code that is used for loop emulation and unroll the loop.
* That means trouble if the loop also contains a breakc or if the control values
* aren't local constants.
* 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
* source dynamically. The trouble is that we cannot simply read aL.y because it
* is an ADDRESS register. We could however push it, load .zw with a value and use
* ADAC to load the condition code register and pop it again afterwards
*/
FIXME("Relative input register addressing with more than 8 registers\n");
/* This is better than nothing for now */
sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
}
else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
{
/* 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
* colors. This needs either a pipeline replacement to make the vertex shader feed
* proper varyings, or loop unrolling
*
* For now use the texcoords and hope for the best
*/
FIXME("Non-vertex shader varying input with indirect addressing\n");
sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
}
else
{
/* D3D supports indirect addressing only with aL in loop registers. The loop instruction
* pulls GL_NV_fragment_program2 in
*/
sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
}
}
else
{
if(reg->idx < MAX_REG_INPUT)
{
strcpy(register_name, ctx->ps_input[reg->idx]);
}
else
{
ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
sprintf(register_name, "out_of_bounds_%u", reg->idx);
}
}
}
}
else
{
@ -764,7 +858,8 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
break;
case WINED3DSPR_RASTOUT:
sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
break;
case WINED3DSPR_DEPTHOUT:
@ -772,14 +867,27 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
break;
case WINED3DSPR_ATTROUT:
/* case WINED3DSPR_OUTPUT: */
if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
else if (reg->idx == 0) strcpy(register_name, "result.color.primary");
else strcpy(register_name, "result.color.secondary");
else strcpy(register_name, ctx->color_output[reg->idx]);
break;
case WINED3DSPR_TEXCRDOUT:
if (pshader) sprintf(register_name, "oT[%u]", reg->idx);
else sprintf(register_name, "result.texcoord[%u]", reg->idx);
if (pshader)
{
sprintf(register_name, "oT[%u]", reg->idx);
}
else
{
if(This->baseShader.reg_maps.shader_version.major < 3)
{
sprintf(register_name, ctx->texcrd_output[reg->idx]);
}
else
{
sprintf(register_name, ctx->vs_output[reg->idx]);
}
}
break;
case WINED3DSPR_LOOP:
@ -2321,11 +2429,11 @@ static void shader_hw_break(const struct wined3d_shader_instruction *ins)
static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->ctx->buffer;
BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
char src_name0[50];
char src_name1[50];
const char *comp;
BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
@ -2611,6 +2719,80 @@ static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD
return NULL;
}
static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
struct shader_arb_ctx_priv *priv)
{
const char *texcoords[8] =
{
"fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
"fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
};
unsigned int i;
const struct wined3d_shader_signature_element *sig = This->input_signature;
const char *semantic_name;
DWORD semantic_idx;
switch(args->super.vp_mode)
{
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 < MAX_REG_INPUT; i++)
{
semantic_name = sig[i].semantic_name;
semantic_idx = sig[i].semantic_idx;
if(semantic_name == NULL) continue;
if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
{
if(semantic_idx == 0) priv->ps_input[i] = "fragment.color.primary";
else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
else priv->ps_input[i] = "0.0";
}
else if(args->super.vp_mode == fixedfunction)
{
priv->ps_input[i] = "0.0";
}
else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
{
if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
else priv->ps_input[i] = "0.0";
}
else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
{
if(semantic_idx == 0) priv->ps_input[i] = "fragment.fogcoord";
else priv->ps_input[i] = "0.0";
}
else
{
priv->ps_input[i] = "0.0";
}
TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
}
break;
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;
}
}
/* GL locking is done by the caller */
static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
SHADER_BUFFER *buffer, const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
@ -2669,6 +2851,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_ps_args = args;
priv_ctx.compiled_fprog = compiled;
init_ps_input(This, args, &priv_ctx);
list_init(&priv_ctx.control_frames);
/* Avoid enabling NV_fragment_program* if we do not need it.
@ -2878,6 +3061,238 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
return retval;
}
static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
{
unsigned int i;
int ret;
for(i = 0; i < MAX_REG_INPUT; i++)
{
if(sig1[i].semantic_name == NULL || sig2[i].semantic_name == NULL)
{
/* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
continue;
}
ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name);
if(ret != 0) return ret;
if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
}
return 0;
}
static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
{
struct wined3d_shader_signature_element *new;
int i;
char *name;
new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
for(i = 0; i < MAX_REG_INPUT; i++)
{
if(sig[i].semantic_name == NULL)
{
continue;
}
new[i] = sig[i];
/* Clone the semantic string */
name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
strcpy(name, sig[i].semantic_name);
new[i].semantic_name = name;
}
return new;
}
static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
{
struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
struct ps_signature *found_sig;
if(entry != NULL)
{
found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
TRACE("Found existing signature %u\n", found_sig->idx);
return found_sig->idx;
}
found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
found_sig->sig = clone_sig(sig);
found_sig->idx = priv->ps_sig_number++;
TRACE("New signature stored and assigned number %u\n", found_sig->idx);
if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
{
ERR("Failed to insert program entry.\n");
}
return found_sig->idx;
}
static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx)
{
unsigned int i, j;
static const char *texcoords[8] =
{
"result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
"result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
};
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
const struct wined3d_shader_signature_element *sig;
const char *semantic_name;
DWORD semantic_idx, reg_idx;
/* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
* and varying 9 to result.color.secondary
*/
const char *decl_idx_to_string[MAX_REG_INPUT] =
{
texcoords[0], texcoords[1], texcoords[2], texcoords[3],
texcoords[4], texcoords[5], texcoords[6], texcoords[7],
"result.color.primary", "result.color.secondary"
};
if(sig_num == ~0)
{
TRACE("Pixel shader uses builtin varyings\n");
/* Map builtins to builtins */
for(i = 0; i < 8; i++)
{
priv_ctx->texcrd_output[i] = texcoords[i];
}
priv_ctx->color_output[0] = "result.color.primary";
priv_ctx->color_output[1] = "result.color.secondary";
priv_ctx->fog_output = "result.fogcoord";
/* Map declared regs to builtins. Use "TA" to /dev/null unread output */
for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
{
semantic_name = shader->output_signature[i].semantic_name;
if(semantic_name == NULL) continue;
if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
{
TRACE("o%u is TMP_OUT\n", i);
if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
else priv_ctx->vs_output[i] = "TA";
}
else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
{
TRACE("o%u is result.pointsize\n", i);
if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
else priv_ctx->vs_output[i] = "TA";
}
else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
{
TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.color.primary";
else if(shader->output_signature[i].semantic_idx == 1) priv_ctx->vs_output[i] = "result.color.secondary";
else priv_ctx->vs_output[i] = "TA";
}
else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
{
TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
if(shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
}
else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
{
TRACE("o%u is result.fogcoord\n", i);
if(shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
else priv_ctx->vs_output[i] = "result.fogcoord";
}
else
{
priv_ctx->vs_output[i] = "TA";
}
}
return;
}
/* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
* Its maybe not the shader where the signature came from, but it is the same signature and faster to find
*/
sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->input_signature;
TRACE("Pixel shader uses declared varyings\n");
/* Map builtin to declared. /dev/null the results by default to the TA temp reg */
for(i = 0; i < 8; i++)
{
priv_ctx->texcrd_output[i] = "TA";
}
priv_ctx->color_output[0] = "TA";
priv_ctx->color_output[1] = "TA";
priv_ctx->fog_output = "TA";
for(i = 0; i < MAX_REG_INPUT; i++)
{
semantic_name = sig[i].semantic_name;
semantic_idx = sig[i].semantic_idx;
reg_idx = sig[i].register_idx;
if(semantic_name == NULL) continue;
/* If a declared input register is not written by builtin arguments, don't write to it.
* GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
*
* Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
* to TMP_OUT in any case
*/
if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
{
if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
}
else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
{
if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
}
else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
{
if(semantic_idx == 0) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
}
}
/* Map declared to declared */
for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
{
/* Write unread output to TA to throw them away */
priv_ctx->vs_output[i] = "TA";
semantic_name = shader->output_signature[i].semantic_name;
if(semantic_name == NULL)
{
continue;
}
if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION) &&
shader->output_signature[i].semantic_idx == 0)
{
priv_ctx->vs_output[i] = "TMP_OUT";
continue;
}
else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE) &&
shader->output_signature[i].semantic_idx == 0)
{
priv_ctx->vs_output[i] = "result.pointsize";
continue;
}
for(j = 0; j < MAX_REG_INPUT; j++)
{
if(sig[j].semantic_name == NULL)
{
continue;
}
if(strcmp(sig[j].semantic_name, semantic_name) == 0 &&
sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
{
priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
}
}
}
}
/* GL locking is done by the caller */
static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
@ -2888,13 +3303,14 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
const local_constant *lconst;
GLuint ret;
DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local;
DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
struct shader_arb_ctx_priv priv_ctx;
unsigned int i;
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_vs_args = args;
list_init(&priv_ctx.control_frames);
init_output_registers(This, args->ps_signature, &priv_ctx);
/* Create the hw ARB shader */
shader_addline(buffer, "!!ARBvp1.0\n");
@ -3120,6 +3536,7 @@ static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const
if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
if(stored->super.fog_src != new->super.fog_src) return FALSE;
if(stored->bools != new->bools) return FALSE;
if(stored->ps_signature != new->ps_signature) return FALSE;
if(skip_int) return TRUE;
return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
@ -3235,6 +3652,14 @@ static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IW
/* This forces all local boolean constants to 1 to make them stateblock independent */
args->bools = shader->baseShader.reg_maps.local_bool_consts;
if(use_ps(stateblock))
{
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) stateblock->pixelShader;
struct arb_pshader_private *shader_priv = ps->backend_priv;
args->ps_signature = shader_priv->input_signature_idx;
}
else args->ps_signature = ~0;
/* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
for(i = 0; i < MAX_CONST_B; i++)
{
@ -3272,6 +3697,51 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
struct shader_arb_priv *priv = This->shader_priv;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
/* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
if (usePS) {
struct arb_ps_compile_args compile_args;
struct arb_ps_compiled_shader *compiled;
struct arb_pshader_private *shader_priv;
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
compiled = find_arb_pshader(ps, &compile_args);
priv->current_fprogram_id = compiled->prgId;
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);
}
/* Bind the fragment program */
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
if(!priv->use_arbfp_fixed_func) {
/* Enable OpenGL fragment programs */
glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
}
TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
shader_arb_ps_local_constants(This);
} else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
/* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
* keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
* replacement shader
*/
glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
priv->current_fprogram_id = 0;
}
if (useVS) {
struct arb_vs_compile_args compile_args;
struct arb_vs_compiled_shader *compiled;
@ -3296,38 +3766,6 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
glDisable(GL_VERTEX_PROGRAM_ARB);
checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
}
if (usePS) {
struct arb_ps_compile_args compile_args;
struct arb_ps_compiled_shader *compiled;
TRACE("Using pixel shader\n");
find_arb_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
compiled = find_arb_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
&compile_args);
priv->current_fprogram_id = compiled->prgId;
priv->compiled_fprog = compiled;
/* Bind the fragment program */
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
if(!priv->use_arbfp_fixed_func) {
/* Enable OpenGL fragment programs */
glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
}
TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
shader_arb_ps_local_constants(This);
} else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
/* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
* keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
* replacement shader
*/
glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
priv->current_fprogram_id = 0;
}
}
/* GL locking is done by the caller */
@ -3420,12 +3858,45 @@ static void shader_arb_destroy(IWineD3DBaseShader *iface) {
}
}
static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
{
struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
return compare_sig(key, e->sig);
}
struct wine_rb_functions sig_tree_functions =
{
wined3d_rb_alloc,
wined3d_rb_realloc,
wined3d_rb_free,
sig_tree_compare
};
static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
{
ERR("RB tree init failed\n");
HeapFree(GetProcessHeap(), 0, priv);
return E_OUTOFMEMORY;
}
This->shader_priv = priv;
return WINED3D_OK;
}
static void release_signature(struct wine_rb_entry *entry, void *context)
{
struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
int i;
for(i = 0; i < MAX_REG_INPUT; i++)
{
HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
}
HeapFree(GetProcessHeap(), 0, sig->sig);
HeapFree(GetProcessHeap(), 0, sig);
}
static void shader_arb_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
@ -3443,6 +3914,7 @@ static void shader_arb_free(IWineD3DDevice *iface) {
}
LEAVE_GL();
wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
HeapFree(GetProcessHeap(), 0, This->shader_priv);
}