wined3d: Allow use of pixel shaders with drawStridedSlow.

This commit is contained in:
Ivan Gyurdiev 2006-05-21 17:15:09 -04:00 committed by Alexandre Julliard
parent 438d88e1e8
commit d59eeb3ee5

View File

@ -1789,7 +1789,6 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
TRACE("Loaded arrays\n"); TRACE("Loaded arrays\n");
if (useVertexShaderFunction || usePixelShaderFunction) {
if (useVertexShaderFunction) { if (useVertexShaderFunction) {
IWineD3DVertexDeclarationImpl *vertexDeclaration; IWineD3DVertexDeclarationImpl *vertexDeclaration;
int i; int i;
@ -1797,21 +1796,25 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
TRACE("Using vertex shader\n"); TRACE("Using vertex shader\n");
/* Bind the vertex program */ /* Bind the vertex program */
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId)); GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB,
((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId));
checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);"); checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
/* Enable OpenGL vertex programs */ /* Enable OpenGL vertex programs */
glEnable(GL_VERTEX_PROGRAM_ARB); glEnable(GL_VERTEX_PROGRAM_ARB);
checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);"); checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
TRACE_(d3d_shader)("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId); TRACE_(d3d_shader)("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n",
This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId);
/* Vertex Shader 8 constants */ /* Vertex Shader 8 constants */
vertexDeclaration = (IWineD3DVertexDeclarationImpl *)((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration; vertexDeclaration = (IWineD3DVertexDeclarationImpl *)
((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration;
if (vertexDeclaration != NULL) { if (vertexDeclaration != NULL) {
float *constants = vertexDeclaration->constants; float *constants = vertexDeclaration->constants;
if (constants != NULL) { if (constants != NULL) {
for (i = 0; i <= WINED3D_VSHADER_MAX_CONSTANTS; ++i) { for (i = 0; i <= WINED3D_VSHADER_MAX_CONSTANTS; ++i) {
TRACE_(d3d_shader)("Not loading constants %u = %f %f %f %f\n", i, constants[i * 4], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]); TRACE_(d3d_shader)("Not loading constants %u = %f %f %f %f\n", i,
constants[i * 4], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]);
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, &constants[i * 4])); GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, &constants[i * 4]));
} }
} }
@ -1821,8 +1824,15 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
for (i = 0; i < WINED3D_VSHADER_MAX_CONSTANTS; ++i) { for (i = 0; i < WINED3D_VSHADER_MAX_CONSTANTS; ++i) {
/* TODO: add support for Integer and Boolean constants */ /* TODO: add support for Integer and Boolean constants */
if (WINESHADERCNST_FLOAT == This->stateBlock->vertexShaderConstantT[i]) { if (WINESHADERCNST_FLOAT == This->stateBlock->vertexShaderConstantT[i]) {
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, &This->stateBlock->vertexShaderConstantF[i * 4]));
TRACE_(d3d_shader)("Loading constants %u = %f %f %f %f\n",i, This->stateBlock->vertexShaderConstantF[i *4 ], This->stateBlock->vertexShaderConstantF[i * 4 + 1], This->stateBlock->vertexShaderConstantF[i *4 + 2], This->stateBlock->vertexShaderConstantF[i * 4 + 3]); GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i,
&This->stateBlock->vertexShaderConstantF[i * 4]));
TRACE_(d3d_shader)("Loading constants %u = %f %f %f %f\n", i,
This->stateBlock->vertexShaderConstantF[i * 4],
This->stateBlock->vertexShaderConstantF[i * 4 + 1],
This->stateBlock->vertexShaderConstantF[i * 4 + 2],
This->stateBlock->vertexShaderConstantF[i * 4 + 3]);
checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB"); checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB");
} }
} }
@ -1834,28 +1844,49 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
TRACE("Using pixel shader\n"); TRACE("Using pixel shader\n");
/* Bind the fragment program */ /* Bind the fragment program */
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId)); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,
((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);"); checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
/* Enable OpenGL fragment programs */ /* Enable OpenGL fragment programs */
glEnable(GL_FRAGMENT_PROGRAM_ARB); glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);"); checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
TRACE_(d3d_shader)("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId); TRACE_(d3d_shader)("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
This, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId);
/* Update the constants */ /* Update the constants */
for (i = 0; i < WINED3D_PSHADER_MAX_CONSTANTS; ++i) { for (i = 0; i < WINED3D_PSHADER_MAX_CONSTANTS; ++i) {
/* TODO: add support for Integer and Boolean constants */ /* TODO: add support for Integer and Boolean constants */
if (WINESHADERCNST_FLOAT == This->stateBlock->pixelShaderConstantT[i]) { if (WINESHADERCNST_FLOAT == This->stateBlock->pixelShaderConstantT[i]) {
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, i, &This->stateBlock->pixelShaderConstantF[i * 4])); GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, i,
TRACE_(d3d_shader)("Loading constants %u = %f %f %f %f\n",i, This->stateBlock->pixelShaderConstantF[i *4 ], This->stateBlock->pixelShaderConstantF[i * 4 + 1], This->stateBlock->pixelShaderConstantF[i *4 + 2], This->stateBlock->pixelShaderConstantF[i * 4 + 3]); &This->stateBlock->pixelShaderConstantF[i * 4]));
TRACE_(d3d_shader)("Loading constants %u = %f %f %f %f\n", i,
This->stateBlock->pixelShaderConstantF[i * 4],
This->stateBlock->pixelShaderConstantF[i * 4 + 1],
This->stateBlock->pixelShaderConstantF[i * 4 + 2],
This->stateBlock->pixelShaderConstantF[i * 4 + 3]);
checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB"); checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB");
} }
} }
} }
/* always draw strided fast if a vertex shader is being used */ /* DirectX colours are in a different format to opengl colours
* so if diffuse or specular are used then we need to use drawStridedSlow
* to correct the colours */
if (!useVertexShaderFunction &&
((dataLocations->u.s.pSize.lpData != NULL)
|| (dataLocations->u.s.diffuse.lpData != NULL)
|| (dataLocations->u.s.specular.lpData != NULL))) {
/* TODO: replace drawStridedSlow with veretx fixups */
drawStridedSlow(iface, dataLocations, numberOfIndicies, glPrimType,
idxData, idxSize, minIndex, StartIdx);
} else {
/* OpenGL can manage everything in hardware so we can use drawStridedFast */
drawStridedFast(iface, numberOfIndicies, glPrimType, drawStridedFast(iface, numberOfIndicies, glPrimType,
idxData, idxSize, minIndex, StartIdx); idxData, idxSize, minIndex, StartIdx);
}
/* Cleanup vertex program */ /* Cleanup vertex program */
if (useVertexShaderFunction) { if (useVertexShaderFunction) {
@ -1881,31 +1912,6 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
if (usePixelShaderFunction) { if (usePixelShaderFunction) {
glDisable(GL_FRAGMENT_PROGRAM_ARB); glDisable(GL_FRAGMENT_PROGRAM_ARB);
} }
} else {
/* DirectX colours are in a different format to opengl colours
so if diffuse or specular are used then we need to use drawStridedSlow
to correct the colours */
if ((dataLocations->u.s.pSize.lpData != NULL)
|| (dataLocations->u.s.diffuse.lpData != NULL)
|| (dataLocations->u.s.specular.lpData != NULL)) {
/* TODO: replace drawStridedSlow with veretx fixups */
#if 1
drawStridedSlow(iface, dataLocations, numberOfIndicies, glPrimType,
idxData, idxSize, minIndex, StartIdx) ;
/*
* drawStridedSlow(iface, dataLocations, numberOfIndicies, glPrimType,
* idxData, idxSize, minIndex, StartIdx);
*/
#endif
} else {
/* OpenGL can manage everything in hardware so we can use drawStridedFast */
drawStridedFast(iface, numberOfIndicies, glPrimType,
idxData, idxSize, minIndex, StartIdx);
}
}
} }
} }