wined3d: Add the vertex shader footer in the main function.
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5befed21f6
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d4312ebb16
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@ -201,6 +201,8 @@ struct shader_arb_ctx_priv
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int aL;
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unsigned int vs_clipplanes;
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BOOL footer_written;
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BOOL in_main_func;
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/* For 3.0 vertex shaders */
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const char *vs_output[MAX_REG_OUTPUT];
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@ -2804,6 +2806,7 @@ static void shader_hw_label(const struct wined3d_shader_instruction *ins)
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SHADER_BUFFER *buffer = ins->ctx->buffer;
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struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
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priv->in_main_func = FALSE;
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/* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
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* subroutine, don't generate a label that will make GL complain
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*/
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@ -2812,13 +2815,105 @@ static void shader_hw_label(const struct wined3d_shader_instruction *ins)
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shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
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}
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static void vshader_add_footer(IWineD3DVertexShaderImpl *This, SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args,
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struct shader_arb_ctx_priv *priv_ctx)
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{
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const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
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const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
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unsigned int i;
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/* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
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* or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
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* the fog frag coord is thrown away. If the fog frag coord is used, but not written by
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* the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
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*/
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if(args->super.fog_src == VS_FOG_Z) {
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shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
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} else if (!reg_maps->fog) {
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/* posFixup.x is always 1.0, so we can savely use it */
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shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
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}
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/* Write the final position.
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*
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* OpenGL coordinates specify the center of the pixel while d3d coords specify
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* the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
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* 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
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* contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
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*/
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shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
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shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
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shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
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if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
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{
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for(i = 0; i < priv_ctx->vs_clipplanes; i++)
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{
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shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
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}
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}
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else if(args->boolclip.clip_control[0])
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{
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unsigned int cur_clip = 0;
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char component[4] = {'x', 'y', 'z', 'w'};
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for(i = 0; i < GL_LIMITS(clipplanes); i++)
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{
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if(args->boolclip.clip_control[1] & (1 << i))
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{
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shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
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component[cur_clip++], i);
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}
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}
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switch(cur_clip)
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{
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case 0:
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shader_addline(buffer, "MOV TA, -helper_const.w;\n");
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break;
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case 1:
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shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
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break;
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case 2:
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shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
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break;
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case 3:
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shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
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break;
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}
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shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
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args->boolclip.clip_control[0] - 1);
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}
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/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
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* and the glsl equivalent
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*/
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if(need_helper_const(gl_info)) {
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shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
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} else {
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shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
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shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
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}
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shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
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priv_ctx->footer_written = TRUE;
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}
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static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
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{
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SHADER_BUFFER *buffer = ins->ctx->buffer;
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struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
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IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
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BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
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if(priv->target_version == ARB) return;
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if(vshader)
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{
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if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
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}
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shader_addline(buffer, "RET;\n");
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}
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@ -3565,89 +3660,6 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
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}
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}
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static void vshader_add_footer(IWineD3DVertexShaderImpl *This, SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args,
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struct shader_arb_ctx_priv *priv_ctx)
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{
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const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
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const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
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unsigned int i;
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/* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
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* or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
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* the fog frag coord is thrown away. If the fog frag coord is used, but not written by
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* the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
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*/
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if(args->super.fog_src == VS_FOG_Z) {
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shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
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} else if (!reg_maps->fog) {
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/* posFixup.x is always 1.0, so we can savely use it */
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shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
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}
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/* Write the final position.
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*
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* OpenGL coordinates specify the center of the pixel while d3d coords specify
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* the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
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* 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
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* contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
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*/
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shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
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shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
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shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
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if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
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{
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for(i = 0; i < priv_ctx->vs_clipplanes; i++)
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{
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shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
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}
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}
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else if(args->boolclip.clip_control[0])
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{
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unsigned int cur_clip = 0;
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char component[4] = {'x', 'y', 'z', 'w'};
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for(i = 0; i < GL_LIMITS(clipplanes); i++)
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{
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if(args->boolclip.clip_control[1] & (1 << i))
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{
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shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
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component[cur_clip++], i);
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}
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}
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switch(cur_clip)
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{
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case 0:
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shader_addline(buffer, "MOV TA, -helper_const.w;\n");
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break;
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case 1:
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shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
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break;
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case 2:
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shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
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break;
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case 3:
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shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
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break;
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}
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shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
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args->boolclip.clip_control[0] - 1);
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}
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/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
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* and the glsl equivalent
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*/
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if(need_helper_const(gl_info)) {
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shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
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} else {
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shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
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shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
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}
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shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
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}
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/* GL locking is done by the caller */
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static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
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SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
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@ -3750,10 +3762,12 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
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}
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}
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/* The shader starts with the main function */
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priv_ctx.in_main_func = TRUE;
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/* Base Shader Body */
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shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
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vshader_add_footer(This, buffer, args, &priv_ctx);
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if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
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shader_addline(buffer, "END\n");
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