wined3d: Implement texture stage constants in ARB program shader backend.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2016-05-19 11:11:43 +02:00 committed by Alexandre Julliard
parent f993a8e1c0
commit e62763972e
1 changed files with 90 additions and 41 deletions

View File

@ -5951,13 +5951,14 @@ static void state_texfactor_arbfp(struct wined3d_context *context,
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_color color;
/* Don't load the parameter if we're using an arbfp pixel shader,
* otherwise we'll overwrite application provided constants. */
if (device->shader_backend == &arb_program_shader_backend)
{
struct shader_arb_priv *priv;
if (use_ps(state)) return;
/* Don't load the parameter if we're using an arbfp pixel shader,
* otherwise we'll overwrite application provided constants. */
if (use_ps(state))
return;
priv = device->shader_priv;
priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
@ -5969,6 +5970,34 @@ static void state_texfactor_arbfp(struct wined3d_context *context,
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)");
}
static void state_tss_constant_arbfp(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
struct wined3d_device *device = context->swapchain->device;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_color color;
if (device->shader_backend == &arb_program_shader_backend)
{
struct shader_arb_priv *priv;
/* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
* application provided constants.
*/
if (use_ps(state))
return;
priv = device->shader_priv;
priv->pshader_const_dirty[ARB_FFP_CONST_CONSTANT(stage)] = 1;
priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_CONSTANT(stage) + 1);
}
wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]);
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r));
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)");
}
static void state_arb_specularenable(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
@ -5976,14 +6005,15 @@ static void state_arb_specularenable(struct wined3d_context *context,
const struct wined3d_gl_info *gl_info = context->gl_info;
float col[4];
/* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
* application provided constants
*/
if (device->shader_backend == &arb_program_shader_backend)
{
struct shader_arb_priv *priv;
if (use_ps(state)) return;
/* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
* application provided constants.
*/
if (use_ps(state))
return;
priv = device->shader_priv;
priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
@ -6047,7 +6077,7 @@ static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
{
struct shader_arb_priv *priv = device->shader_priv;
/* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
/* Exit now, don't set the luminance below, otherwise we may overwrite pixel shader constants. */
if (use_ps(state))
return;
@ -6104,12 +6134,12 @@ static void color_key_arbfp(struct wined3d_context *context, const struct wined3
if (!texture)
return;
/* Don't load the parameter if we're using an arbfp pixel shader,
* otherwise we'll overwrite application provided constants. */
if (device->shader_backend == &arb_program_shader_backend)
{
struct shader_arb_priv *priv;
/* Don't load the parameter if we're using an arbfp pixel shader,
* otherwise we'll overwrite application provided constants. */
if (use_ps(state))
return;
@ -6165,7 +6195,6 @@ static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum
ret = "tempreg"; break;
case WINED3DTA_CONSTANT:
FIXME("Implement perstage constants\n");
switch(stage) {
case 0: ret = "const0"; break;
case 1: ret = "const1"; break;
@ -6354,6 +6383,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
BOOL constant_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
UINT lowest_disabled_stage;
const char *textype;
const char *instr;
@ -6388,9 +6418,9 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if (arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if (arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if (arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
tex_read[stage] = TRUE;
@ -6412,30 +6442,29 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
tfactor_used = TRUE;
}
if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
tfactor_used = TRUE;
}
if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
if (settings->op[stage].dst == tempreg) tempreg_used = TRUE;
if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
tempreg_used = TRUE;
}
if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
tfactor_used = TRUE;
if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
constant_used[stage] = TRUE;
if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
continue;
arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if (arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if (arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if (arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
tempreg_used = TRUE;
}
if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
tfactor_used = TRUE;
}
if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
constant_used[stage] = TRUE;
}
lowest_disabled_stage = stage;
@ -6459,16 +6488,26 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
shader_addline(&buffer, "TEMP TMP;\n");
shader_addline(&buffer, "TEMP ret;\n");
if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
if (tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
shader_addline(&buffer, "TEMP arg0;\n");
shader_addline(&buffer, "TEMP arg1;\n");
shader_addline(&buffer, "TEMP arg2;\n");
for(stage = 0; stage < MAX_TEXTURES; stage++) {
if(!tex_read[stage]) continue;
for (stage = 0; stage < MAX_TEXTURES; ++stage)
{
if (constant_used[stage])
shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage));
if (!tex_read[stage])
continue;
shader_addline(&buffer, "TEMP tex%u;\n", stage);
if(!bump_used[stage]) continue;
if (!bump_used[stage])
continue;
shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
if(!luminance_used[stage]) continue;
if (!luminance_used[stage])
continue;
shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
}
if(tfactor_used) {
@ -6665,6 +6704,7 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
for (i = 0; i < MAX_TEXTURES; ++i)
{
set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
}
state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
@ -6714,6 +6754,7 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
for (i = 0; i < MAX_TEXTURES; ++i)
{
set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
}
state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
@ -6922,14 +6963,22 @@ static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
{STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
{0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },