wined3d: Move set_glsl_shader_program() to glsl_shader.c.

This commit is contained in:
H. Verbeet 2006-12-28 03:13:24 +01:00 committed by Alexandre Julliard
parent 045975b1f4
commit c972351051
3 changed files with 117 additions and 118 deletions

View File

@ -251,123 +251,6 @@ static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightIn
* GLSL helper functions follow * GLSL helper functions follow
**********************************************************/ **********************************************************/
/** Attach a GLSL pixel or vertex shader object to the shader program */
static void attach_glsl_shader(IWineD3DDevice *iface, IWineD3DBaseShader* shader) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
GLhandleARB shaderObj = ((IWineD3DBaseShaderImpl*)shader)->baseShader.prgId;
if (This->stateBlock->glsl_program && shaderObj != 0) {
TRACE_(d3d_shader)("Attaching GLSL shader object %u to program %u\n", shaderObj, This->stateBlock->glsl_program->programId);
GL_EXTCALL(glAttachObjectARB(This->stateBlock->glsl_program->programId, shaderObj));
checkGLcall("glAttachObjectARB");
}
}
/** Sets the GLSL program ID for the given pixel and vertex shader combination.
* It sets the programId on the current StateBlock (because it should be called
* inside of the DrawPrimitive() part of the render loop).
*
* If a program for the given combination does not exist, create one, and store
* the program in the list. If it creates a program, it will link the given
* objects, too.
*
* We keep the shader programs around on a list because linking
* shader objects together is an expensive operation. It's much
* faster to loop through a list of pre-compiled & linked programs
* each time that the application sets a new pixel or vertex shader
* than it is to re-link them together at that time.
*
* The list will be deleted in IWineD3DDevice::Release().
*/
void set_glsl_shader_program(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
struct glsl_shader_prog_link *curLink = NULL;
struct glsl_shader_prog_link *newLink = NULL;
struct list *ptr = NULL;
GLhandleARB programId = 0;
int i;
char glsl_name[8];
ptr = list_head( &This->glsl_shader_progs );
while (ptr) {
/* At least one program exists - see if it matches our ps/vs combination */
curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
if (vshader == curLink->vertexShader && pshader == curLink->pixelShader) {
/* Existing Program found, use it */
TRACE_(d3d_shader)("Found existing program (%u) for this vertex/pixel shader combination\n",
curLink->programId);
This->stateBlock->glsl_program = curLink;
return;
}
/* This isn't the entry we need - try the next one */
ptr = list_next( &This->glsl_shader_progs, ptr );
}
/* If we get to this point, then no matching program exists, so we create one */
programId = GL_EXTCALL(glCreateProgramObjectARB());
TRACE_(d3d_shader)("Created new GLSL shader program %u\n", programId);
/* Allocate a new link for the list of programs */
newLink = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
newLink->programId = programId;
This->stateBlock->glsl_program = newLink;
/* Attach GLSL vshader */
if (NULL != vshader && This->vs_selected_mode == SHADER_GLSL) {
int i;
int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
char tmp_name[10];
TRACE("Attaching vertex shader to GLSL program\n");
attach_glsl_shader(iface, (IWineD3DBaseShader*)vshader);
/* Bind vertex attributes to a corresponding index number to match
* the same index numbers as ARB_vertex_programs (makes loading
* vertex attributes simpler). With this method, we can use the
* exact same code to load the attributes later for both ARB and
* GLSL shaders.
*
* We have to do this here because we need to know the Program ID
* in order to make the bindings work, and it has to be done prior
* to linking the GLSL program. */
for (i = 0; i < max_attribs; ++i) {
snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
}
checkGLcall("glBindAttribLocationARB");
newLink->vertexShader = vshader;
}
/* Attach GLSL pshader */
if (NULL != pshader && This->ps_selected_mode == SHADER_GLSL) {
TRACE("Attaching pixel shader to GLSL program\n");
attach_glsl_shader(iface, (IWineD3DBaseShader*)pshader);
newLink->pixelShader = pshader;
}
/* Link the program */
TRACE_(d3d_shader)("Linking GLSL shader program %u\n", programId);
GL_EXTCALL(glLinkProgramARB(programId));
print_glsl_info_log(&GLINFO_LOCATION, programId);
list_add_head( &This->glsl_shader_progs, &newLink->entry);
newLink->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
newLink->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
}
newLink->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
newLink->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
}
return;
}
/** Detach the GLSL pixel or vertex shader object from the shader program */ /** Detach the GLSL pixel or vertex shader object from the shader program */
static void detach_glsl_shader(IWineD3DDevice *iface, GLhandleARB shaderObj, GLhandleARB programId) { static void detach_glsl_shader(IWineD3DDevice *iface, GLhandleARB shaderObj, GLhandleARB programId) {

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@ -1879,6 +1879,123 @@ void vshader_glsl_output_unpack(
} }
} }
/** Attach a GLSL pixel or vertex shader object to the shader program */
static void attach_glsl_shader(IWineD3DDevice *iface, IWineD3DBaseShader* shader) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
GLhandleARB shaderObj = ((IWineD3DBaseShaderImpl*)shader)->baseShader.prgId;
if (This->stateBlock->glsl_program && shaderObj != 0) {
TRACE("Attaching GLSL shader object %u to program %u\n", shaderObj, This->stateBlock->glsl_program->programId);
GL_EXTCALL(glAttachObjectARB(This->stateBlock->glsl_program->programId, shaderObj));
checkGLcall("glAttachObjectARB");
}
}
/** Sets the GLSL program ID for the given pixel and vertex shader combination.
* It sets the programId on the current StateBlock (because it should be called
* inside of the DrawPrimitive() part of the render loop).
*
* If a program for the given combination does not exist, create one, and store
* the program in the list. If it creates a program, it will link the given
* objects, too.
*
* We keep the shader programs around on a list because linking
* shader objects together is an expensive operation. It's much
* faster to loop through a list of pre-compiled & linked programs
* each time that the application sets a new pixel or vertex shader
* than it is to re-link them together at that time.
*
* The list will be deleted in IWineD3DDevice::Release().
*/
static void set_glsl_shader_program(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
struct glsl_shader_prog_link *curLink = NULL;
struct glsl_shader_prog_link *newLink = NULL;
struct list *ptr = NULL;
GLhandleARB programId = 0;
int i;
char glsl_name[8];
ptr = list_head( &This->glsl_shader_progs );
while (ptr) {
/* At least one program exists - see if it matches our ps/vs combination */
curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
if (vshader == curLink->vertexShader && pshader == curLink->pixelShader) {
/* Existing Program found, use it */
TRACE("Found existing program (%u) for this vertex/pixel shader combination\n",
curLink->programId);
This->stateBlock->glsl_program = curLink;
return;
}
/* This isn't the entry we need - try the next one */
ptr = list_next( &This->glsl_shader_progs, ptr );
}
/* If we get to this point, then no matching program exists, so we create one */
programId = GL_EXTCALL(glCreateProgramObjectARB());
TRACE("Created new GLSL shader program %u\n", programId);
/* Allocate a new link for the list of programs */
newLink = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
newLink->programId = programId;
This->stateBlock->glsl_program = newLink;
/* Attach GLSL vshader */
if (NULL != vshader && This->vs_selected_mode == SHADER_GLSL) {
int i;
int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
char tmp_name[10];
TRACE("Attaching vertex shader to GLSL program\n");
attach_glsl_shader(iface, (IWineD3DBaseShader*)vshader);
/* Bind vertex attributes to a corresponding index number to match
* the same index numbers as ARB_vertex_programs (makes loading
* vertex attributes simpler). With this method, we can use the
* exact same code to load the attributes later for both ARB and
* GLSL shaders.
*
* We have to do this here because we need to know the Program ID
* in order to make the bindings work, and it has to be done prior
* to linking the GLSL program. */
for (i = 0; i < max_attribs; ++i) {
snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
}
checkGLcall("glBindAttribLocationARB");
newLink->vertexShader = vshader;
}
/* Attach GLSL pshader */
if (NULL != pshader && This->ps_selected_mode == SHADER_GLSL) {
TRACE("Attaching pixel shader to GLSL program\n");
attach_glsl_shader(iface, (IWineD3DBaseShader*)pshader);
newLink->pixelShader = pshader;
}
/* Link the program */
TRACE("Linking GLSL shader program %u\n", programId);
GL_EXTCALL(glLinkProgramARB(programId));
print_glsl_info_log(&GLINFO_LOCATION, programId);
list_add_head( &This->glsl_shader_progs, &newLink->entry);
newLink->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
newLink->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
}
newLink->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
newLink->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
}
return;
}
static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) { static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
GLhandleARB program_id; GLhandleARB program_id;
GLhandleARB vshader_id, pshader_id; GLhandleARB vshader_id, pshader_id;

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@ -1587,7 +1587,6 @@ extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg); extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
/* GLSL helper functions */ /* GLSL helper functions */
extern void set_glsl_shader_program(IWineD3DDevice *iface);
extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg); extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
extern void shader_glsl_load_constants( extern void shader_glsl_load_constants(
IWineD3DDevice* device, IWineD3DDevice* device,