wined3d: Emulate if(bool) in ARB shaders.

This commit is contained in:
Stefan Dösinger 2009-05-27 18:23:59 +02:00 committed by Alexandre Julliard
parent e492dd858e
commit e70c80add9
3 changed files with 180 additions and 25 deletions

View File

@ -83,6 +83,12 @@ struct shader_arb_priv {
struct hash_table_t *fragment_shaders;
};
struct if_frame {
struct list entry;
BOOL ifc;
BOOL muting;
};
struct shader_arb_ctx_priv {
char addr_reg[20];
enum {
@ -94,12 +100,19 @@ struct shader_arb_ctx_priv {
NV3
} target_version;
const struct vs_compile_args *cur_vs_args;
const struct ps_compile_args *cur_ps_args;
const struct arb_vs_compile_args *cur_vs_args;
const struct arb_ps_compile_args *cur_ps_args;
struct list if_frames;
BOOL muted;
};
struct arb_ps_compile_args {
struct ps_compile_args super;
DWORD bools; /* WORD is enough, use DWORD for alignment */
};
struct arb_ps_compiled_shader {
struct ps_compile_args args;
struct arb_ps_compile_args args;
GLuint prgId;
};
@ -108,9 +121,14 @@ struct arb_pshader_private {
UINT num_gl_shaders, shader_array_size;
};
struct arb_vs_compile_args {
struct vs_compile_args super;
DWORD bools; /* WORD is enough, use DWORD for alignment */
};
struct arb_vs_compiled_shader {
struct vs_compile_args args;
GLuint prgId;
struct arb_vs_compile_args args;
GLuint prgId;
};
struct arb_vshader_private {
@ -566,7 +584,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
}
else
{
if (ctx->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
sprintf(register_name, "vertex.attrib[%u]", reg->idx);
}
break;
@ -629,7 +647,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
case WINED3DSPR_COLOROUT:
if (reg->idx == 0)
{
if(ctx->cur_ps_args->srgb_correction)
if(ctx->cur_ps_args->super.srgb_correction)
{
strcpy(register_name, "TMP_COLOR");
}
@ -778,7 +796,7 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
}
if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
{
if(priv->cur_ps_args->np2_fixup & (1 << sampler_idx))
if(priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx))
{
FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
}
@ -812,7 +830,7 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
{
gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
"one", "coefmul.x", priv->cur_ps_args->color_fixup[sampler_idx]);
"one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
}
}
@ -1965,7 +1983,7 @@ static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcol
/* GL locking is done by the caller */
static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
SHADER_BUFFER *buffer, const struct ps_compile_args *args)
SHADER_BUFFER *buffer, const struct arb_ps_compile_args *args)
{
const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;
@ -1979,6 +1997,8 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
/* Create the hw ARB shader */
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_ps_args = args;
list_init(&priv_ctx.if_frames);
shader_addline(buffer, "!!ARBfp1.0\n");
if(GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
shader_addline(buffer, "OPTION NV_fragment_program;\n");
@ -1989,7 +2009,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
if (reg_maps->shader_version.major < 3)
{
switch(args->fog) {
switch(args->super.fog) {
case FOG_OFF:
break;
case FOG_LINEAR:
@ -2015,7 +2035,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
{
fragcolor = "R0";
} else {
if(args->srgb_correction) {
if(args->super.srgb_correction) {
shader_addline(buffer, "TEMP TMP_COLOR;\n");
fragcolor = "TMP_COLOR";
} else {
@ -2023,7 +2043,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
}
}
if(args->srgb_correction) {
if(args->super.srgb_correction) {
shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
@ -2036,7 +2056,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
/* Base Shader Body */
shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
if(args->srgb_correction) {
if(args->super.srgb_correction) {
arbfp_add_sRGB_correction(buffer, fragcolor, "TA", "TB", "TC");
shader_addline(buffer, "MOV result.color.a, %s;\n", fragcolor);
} else if(reg_maps->shader_version.major < 2) {
@ -2078,7 +2098,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
/* GL locking is done by the caller */
static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
SHADER_BUFFER *buffer, const struct vs_compile_args *args)
SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args)
{
const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;
@ -2091,6 +2111,8 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_vs_args = args;
list_init(&priv_ctx.if_frames);
/* Create the hw ARB shader */
shader_addline(buffer, "!!ARBvp1.0\n");
@ -2156,7 +2178,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
* the fog frag coord is thrown away. If the fog frag coord is used, but not written by
* the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
*/
if(args->fog_src == VS_FOG_Z) {
if(args->super.fog_src == VS_FOG_Z) {
shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
} else if (!reg_maps->fog) {
/* posFixup.x is always 1.0, so we can savely use it */
@ -2220,7 +2242,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
}
/* GL locking is done by the caller */
static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
{
UINT i;
DWORD new_size;
@ -2277,13 +2299,14 @@ static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_
return ret;
}
static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
const DWORD use_map) {
if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
return stored->fog_src == new->fog_src;
if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
if(stored->super.fog_src != new->super.fog_src) return FALSE;
return stored->bools == new->bools;
}
static GLuint find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args)
static GLuint find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
{
UINT i;
DWORD new_size;
@ -2339,6 +2362,39 @@ static GLuint find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct vs
return ret;
}
static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
struct arb_ps_compile_args *args)
{
int i;
find_ps_compile_args(shader, stateblock, &args->super);
/* This forces all local boolean constants to 1 to make them stateblock independent */
args->bools = shader->baseShader.reg_maps.local_bool_consts;
for(i = 0; i < MAX_CONST_B; i++)
{
if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
}
}
static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
struct arb_vs_compile_args *args)
{
int i;
find_vs_compile_args(shader, stateblock, &args->super);
/* This forces all local boolean constants to 1 to make them stateblock independent */
args->bools = shader->baseShader.reg_maps.local_bool_consts;
/* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
for(i = 0; i < MAX_CONST_B; i++)
{
if(stateblock->vertexShaderConstantB[i]) args->bools |= ( 1 << i);
}
}
/* GL locking is done by the caller */
static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
@ -2346,10 +2402,10 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
if (useVS) {
struct vs_compile_args compile_args;
struct arb_vs_compile_args compile_args;
TRACE("Using vertex shader\n");
find_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
find_arb_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
priv->current_vprogram_id = find_arb_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
/* Bind the vertex program */
@ -2367,9 +2423,9 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
}
if (usePS) {
struct ps_compile_args compile_args;
struct arb_ps_compile_args compile_args;
TRACE("Using pixel shader\n");
find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
find_arb_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
priv->current_fprogram_id = find_arb_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
&compile_args);
@ -2666,8 +2722,105 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
/* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
};
static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
{
BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
WORD bools = 0;
WORD flag = (1 << idx);
const local_constant *constant;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
if(This->baseShader.reg_maps.local_bool_consts & flag)
{
/* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
{
if (constant->idx == idx)
{
return constant->value[0];
}
}
ERR("Local constant not found\n");
return FALSE;
}
else
{
if(vshader) bools = priv->cur_vs_args->bools;
else bools = priv->cur_ps_args->bools;
return bools & flag;
}
}
static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
SHADER_HANDLER hw_fct;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
struct if_frame *if_frame;
SHADER_BUFFER *buffer = ins->ctx->buffer;
/* boolean if */
if(ins->handler_idx == WINED3DSIH_IF)
{
if_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*if_frame));
list_add_head(&priv->if_frames, &if_frame->entry);
if(!priv->muted && get_bool_const(ins, This, ins->src[0].reg.idx) == FALSE)
{
shader_addline(buffer, "#if(FALSE){\n");
priv->muted = TRUE;
if_frame->muting = TRUE;
}
else shader_addline(buffer, "#if(TRUE) {\n");
return; /* Instruction is handled */
}
else if(ins->handler_idx == WINED3DSIH_IFC)
{
/* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
if_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*if_frame));
if_frame->ifc = TRUE;
list_add_head(&priv->if_frames, &if_frame->entry);
}
else if(ins->handler_idx == WINED3DSIH_ELSE)
{
struct list *e = list_head(&priv->if_frames);
if_frame = LIST_ENTRY(e, struct if_frame, entry);
if(if_frame->ifc == FALSE)
{
shader_addline(buffer, "#} else {\n");
if(!priv->muted && !if_frame->muting)
{
priv->muted = TRUE;
if_frame->muting = TRUE;
}
else if(if_frame->muting) priv->muted = FALSE;
return; /* Instruction is handled. */
}
/* In case of an ifc, generate a HW shader instruction */
}
else if(ins->handler_idx == WINED3DSIH_ENDIF)
{
struct list *e = list_head(&priv->if_frames);
if_frame = LIST_ENTRY(e, struct if_frame, entry);
if(!if_frame->ifc)
{
shader_addline(buffer, "#} endif\n");
if(if_frame->muting) priv->muted = FALSE;
list_remove(&if_frame->entry);
HeapFree(GetProcessHeap(), 0, if_frame);
return; /* Instruction is handled */
}
else
{
list_remove(&if_frame->entry);
HeapFree(GetProcessHeap(), 0, if_frame);
/* ifc - generate a hw endif */
}
}
if(priv->muted) return;
/* Select handler */
hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];

View File

@ -546,6 +546,7 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
++pToken;
list_add_head(&This->baseShader.constantsB, &lconst->entry);
reg_maps->local_bool_consts |= (1 << dst.reg.idx);
}
/* If there's a loop in the shader */
else if (ins.handler_idx == WINED3DSIH_LOOP

View File

@ -628,6 +628,7 @@ typedef struct shader_reg_maps
WORD output_registers; /* MAX_REG_OUTPUT, 12 */
WORD integer_constants; /* MAX_CONST_I, 16 */
WORD boolean_constants; /* MAX_CONST_B, 16 */
WORD local_bool_consts; /* MAX_CONST_B, 16 */
WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];