wined3d: Avoid declaring helper_const in vertex programs if possible.

This commit is contained in:
Stefan Dösinger 2009-05-07 19:01:49 +02:00 committed by Alexandre Julliard
parent 2cb8f42168
commit c7839112c9
1 changed files with 29 additions and 10 deletions

View File

@ -42,11 +42,22 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION (*gl_info)
/* GL locking for state handlers is done by the caller. */
static BOOL need_helper_const(const WineD3D_GL_Info *gl_info) {
if(!GL_SUPPORT(NV_VERTEX_PROGRAM) || /* Need to init colors */
gl_info->arb_vs_offset_limit || /* Have to init texcoords */
gl_info->set_texcoord_w) { /* Load the immval offset */
return TRUE;
}
return FALSE;
}
/* We have to subtract any other PARAMs that we might use in our shader programs.
* ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
* and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
#define ARB_SHADER_RESERVED_VS_CONSTS 3
static unsigned int reserved_vs_const(const WineD3D_GL_Info *gl_info) {
/* We use one PARAM for the pos fixup, and in some cases one to load
* some immediate values into the shader
*/
if(need_helper_const(gl_info)) return 2;
else return 1;
}
/* The arb shader only loads the bump mapping environment matrix into the shader if it finds
* a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
@ -56,7 +67,7 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d);
/* 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) - ARB_SHADER_RESERVED_VS_CONSTS)
#define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - reserved_vs_const(&GLINFO_LOCATION))
#define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
/* ARB_program_shader private data */
@ -307,7 +318,7 @@ static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const sh
char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
unsigned max_constantsF = min(This->baseShader.limits.constant_float,
(pshader ? GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS :
GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS));
GL_LIMITS(vshader_constantsF) - reserved_vs_const(gl_info)));
const local_constant *lconst;
/* Temporary Output register */
@ -1958,7 +1969,9 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
/* Create the hw ARB shader */
shader_addline(buffer, "!!ARBvp1.0\n");
shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
if(need_helper_const(gl_info)) {
shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
}
/* Mesa supports only 95 constants */
if (GL_VEND(MESA) || GL_VEND(WINE))
@ -2009,7 +2022,8 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
if(args->fog_src == VS_FOG_Z) {
shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
} else if (!reg_maps->fog) {
shader_addline(buffer, "MOV result.fogcoord, helper_const.w;\n");
/* posFixup.x is always 1.0, so we can savely use it */
shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
}
/* Write the final position.
@ -2026,7 +2040,12 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
* and the glsl equivalent
*/
shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
if(need_helper_const(gl_info)) {
shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
} else {
shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
}
shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
@ -2073,7 +2092,7 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *g
if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS;
pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - reserved_vs_const(gl_info);
}
if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {