wined3d: Emulate if(bool) in ARB shaders.
This commit is contained in:
parent
e492dd858e
commit
e70c80add9
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@ -83,6 +83,12 @@ struct shader_arb_priv {
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struct hash_table_t *fragment_shaders;
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struct hash_table_t *fragment_shaders;
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};
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};
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struct if_frame {
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struct list entry;
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BOOL ifc;
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BOOL muting;
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};
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struct shader_arb_ctx_priv {
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struct shader_arb_ctx_priv {
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char addr_reg[20];
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char addr_reg[20];
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enum {
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enum {
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@ -94,12 +100,19 @@ struct shader_arb_ctx_priv {
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NV3
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NV3
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} target_version;
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} target_version;
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const struct vs_compile_args *cur_vs_args;
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const struct arb_vs_compile_args *cur_vs_args;
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const struct ps_compile_args *cur_ps_args;
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const struct arb_ps_compile_args *cur_ps_args;
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struct list if_frames;
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BOOL muted;
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};
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struct arb_ps_compile_args {
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struct ps_compile_args super;
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DWORD bools; /* WORD is enough, use DWORD for alignment */
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};
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};
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struct arb_ps_compiled_shader {
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struct arb_ps_compiled_shader {
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struct ps_compile_args args;
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struct arb_ps_compile_args args;
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GLuint prgId;
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GLuint prgId;
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};
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};
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@ -108,8 +121,13 @@ struct arb_pshader_private {
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UINT num_gl_shaders, shader_array_size;
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UINT num_gl_shaders, shader_array_size;
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};
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};
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struct arb_vs_compile_args {
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struct vs_compile_args super;
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DWORD bools; /* WORD is enough, use DWORD for alignment */
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};
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struct arb_vs_compiled_shader {
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struct arb_vs_compiled_shader {
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struct vs_compile_args args;
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struct arb_vs_compile_args args;
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GLuint prgId;
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GLuint prgId;
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};
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};
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@ -566,7 +584,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
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}
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}
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else
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else
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{
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{
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if (ctx->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
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if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
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sprintf(register_name, "vertex.attrib[%u]", reg->idx);
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sprintf(register_name, "vertex.attrib[%u]", reg->idx);
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}
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}
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break;
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break;
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@ -629,7 +647,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
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case WINED3DSPR_COLOROUT:
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case WINED3DSPR_COLOROUT:
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if (reg->idx == 0)
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if (reg->idx == 0)
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{
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{
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if(ctx->cur_ps_args->srgb_correction)
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if(ctx->cur_ps_args->super.srgb_correction)
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{
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{
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strcpy(register_name, "TMP_COLOR");
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strcpy(register_name, "TMP_COLOR");
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}
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}
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@ -778,7 +796,7 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
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}
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}
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if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
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if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
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{
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{
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if(priv->cur_ps_args->np2_fixup & (1 << sampler_idx))
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if(priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx))
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{
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{
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FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
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FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
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}
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}
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@ -812,7 +830,7 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
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if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
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if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
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{
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{
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gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
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gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
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"one", "coefmul.x", priv->cur_ps_args->color_fixup[sampler_idx]);
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"one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
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}
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}
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}
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}
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@ -1965,7 +1983,7 @@ static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcol
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/* GL locking is done by the caller */
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/* GL locking is done by the caller */
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static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
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static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
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SHADER_BUFFER *buffer, const struct ps_compile_args *args)
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SHADER_BUFFER *buffer, const struct arb_ps_compile_args *args)
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{
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{
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const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
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const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
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CONST DWORD *function = This->baseShader.function;
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CONST DWORD *function = This->baseShader.function;
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@ -1979,6 +1997,8 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
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/* Create the hw ARB shader */
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/* Create the hw ARB shader */
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memset(&priv_ctx, 0, sizeof(priv_ctx));
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memset(&priv_ctx, 0, sizeof(priv_ctx));
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priv_ctx.cur_ps_args = args;
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priv_ctx.cur_ps_args = args;
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list_init(&priv_ctx.if_frames);
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shader_addline(buffer, "!!ARBfp1.0\n");
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shader_addline(buffer, "!!ARBfp1.0\n");
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if(GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
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if(GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
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shader_addline(buffer, "OPTION NV_fragment_program;\n");
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shader_addline(buffer, "OPTION NV_fragment_program;\n");
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@ -1989,7 +2009,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
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if (reg_maps->shader_version.major < 3)
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if (reg_maps->shader_version.major < 3)
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{
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{
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switch(args->fog) {
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switch(args->super.fog) {
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case FOG_OFF:
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case FOG_OFF:
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break;
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break;
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case FOG_LINEAR:
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case FOG_LINEAR:
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@ -2015,7 +2035,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
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{
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{
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fragcolor = "R0";
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fragcolor = "R0";
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} else {
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} else {
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if(args->srgb_correction) {
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if(args->super.srgb_correction) {
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shader_addline(buffer, "TEMP TMP_COLOR;\n");
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shader_addline(buffer, "TEMP TMP_COLOR;\n");
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fragcolor = "TMP_COLOR";
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fragcolor = "TMP_COLOR";
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} else {
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} else {
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@ -2023,7 +2043,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
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}
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}
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}
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}
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if(args->srgb_correction) {
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if(args->super.srgb_correction) {
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shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
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shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
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srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
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srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
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shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
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shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
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@ -2036,7 +2056,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
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/* Base Shader Body */
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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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shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
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if(args->srgb_correction) {
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if(args->super.srgb_correction) {
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arbfp_add_sRGB_correction(buffer, fragcolor, "TA", "TB", "TC");
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arbfp_add_sRGB_correction(buffer, fragcolor, "TA", "TB", "TC");
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shader_addline(buffer, "MOV result.color.a, %s;\n", fragcolor);
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shader_addline(buffer, "MOV result.color.a, %s;\n", fragcolor);
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} else if(reg_maps->shader_version.major < 2) {
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} else if(reg_maps->shader_version.major < 2) {
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@ -2078,7 +2098,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
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/* GL locking is done by the caller */
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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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static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
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SHADER_BUFFER *buffer, const struct vs_compile_args *args)
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SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args)
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{
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{
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const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
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const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
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CONST DWORD *function = This->baseShader.function;
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CONST DWORD *function = This->baseShader.function;
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@ -2091,6 +2111,8 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
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memset(&priv_ctx, 0, sizeof(priv_ctx));
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memset(&priv_ctx, 0, sizeof(priv_ctx));
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priv_ctx.cur_vs_args = args;
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priv_ctx.cur_vs_args = args;
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list_init(&priv_ctx.if_frames);
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/* Create the hw ARB shader */
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/* Create the hw ARB shader */
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shader_addline(buffer, "!!ARBvp1.0\n");
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shader_addline(buffer, "!!ARBvp1.0\n");
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@ -2156,7 +2178,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
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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 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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* 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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*/
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if(args->fog_src == VS_FOG_Z) {
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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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shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
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} else if (!reg_maps->fog) {
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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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/* posFixup.x is always 1.0, so we can savely use it */
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@ -2220,7 +2242,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
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}
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}
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/* GL locking is done by the caller */
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/* GL locking is done by the caller */
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static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
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static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
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{
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{
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UINT i;
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UINT i;
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DWORD new_size;
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DWORD new_size;
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@ -2277,13 +2299,14 @@ static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_
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return ret;
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return ret;
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}
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}
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static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
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static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
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const DWORD use_map) {
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const DWORD use_map) {
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if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
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if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
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return stored->fog_src == new->fog_src;
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if(stored->super.fog_src != new->super.fog_src) return FALSE;
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return stored->bools == new->bools;
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}
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}
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static GLuint find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args)
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static GLuint find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
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{
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{
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UINT i;
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UINT i;
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DWORD new_size;
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DWORD new_size;
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@ -2339,6 +2362,39 @@ static GLuint find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct vs
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return ret;
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return ret;
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}
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}
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static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
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struct arb_ps_compile_args *args)
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{
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int i;
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find_ps_compile_args(shader, stateblock, &args->super);
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/* This forces all local boolean constants to 1 to make them stateblock independent */
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args->bools = shader->baseShader.reg_maps.local_bool_consts;
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for(i = 0; i < MAX_CONST_B; i++)
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{
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if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
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}
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}
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static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
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struct arb_vs_compile_args *args)
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{
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int i;
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find_vs_compile_args(shader, stateblock, &args->super);
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/* This forces all local boolean constants to 1 to make them stateblock independent */
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args->bools = shader->baseShader.reg_maps.local_bool_consts;
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/* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
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for(i = 0; i < MAX_CONST_B; i++)
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{
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if(stateblock->vertexShaderConstantB[i]) args->bools |= ( 1 << i);
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}
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}
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/* GL locking is done by the caller */
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/* GL locking is done by the caller */
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static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
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static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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@ -2346,10 +2402,10 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
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const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
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const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
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if (useVS) {
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if (useVS) {
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struct vs_compile_args compile_args;
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struct arb_vs_compile_args compile_args;
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TRACE("Using vertex shader\n");
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TRACE("Using vertex shader\n");
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find_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
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find_arb_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
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priv->current_vprogram_id = find_arb_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
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priv->current_vprogram_id = find_arb_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
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/* Bind the vertex program */
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/* Bind the vertex program */
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@ -2367,9 +2423,9 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
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}
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}
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if (usePS) {
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if (usePS) {
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struct ps_compile_args compile_args;
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struct arb_ps_compile_args compile_args;
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TRACE("Using pixel shader\n");
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TRACE("Using pixel shader\n");
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find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
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find_arb_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
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priv->current_fprogram_id = find_arb_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
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priv->current_fprogram_id = find_arb_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
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&compile_args);
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&compile_args);
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@ -2666,8 +2722,105 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
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/* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
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/* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
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};
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};
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static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
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{
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BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
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WORD bools = 0;
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WORD flag = (1 << idx);
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const local_constant *constant;
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struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
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||||||
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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) {
|
static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
|
||||||
SHADER_HANDLER hw_fct;
|
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 */
|
/* Select handler */
|
||||||
hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
|
hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
|
||||||
|
|
|
@ -546,6 +546,7 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
|
||||||
++pToken;
|
++pToken;
|
||||||
|
|
||||||
list_add_head(&This->baseShader.constantsB, &lconst->entry);
|
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 */
|
/* If there's a loop in the shader */
|
||||||
else if (ins.handler_idx == WINED3DSIH_LOOP
|
else if (ins.handler_idx == WINED3DSIH_LOOP
|
||||||
|
|
|
@ -628,6 +628,7 @@ typedef struct shader_reg_maps
|
||||||
WORD output_registers; /* MAX_REG_OUTPUT, 12 */
|
WORD output_registers; /* MAX_REG_OUTPUT, 12 */
|
||||||
WORD integer_constants; /* MAX_CONST_I, 16 */
|
WORD integer_constants; /* MAX_CONST_I, 16 */
|
||||||
WORD boolean_constants; /* MAX_CONST_B, 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)];
|
WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
|
||||||
BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
|
BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
|
||||||
|
|
Loading…
Reference in New Issue