wined3d: Always enable GL_PROGRAM_POINT_SIZE in the GLSL backend.

Core contexts don't support clamping the point size to GL_POINT_SIZE_MIN
/ GL_POINT_SIZE_MAX.  Incidentally this mostly fixes per-vertex point
sizes for vertex shader version 1 and 2.
This commit is contained in:
Matteo Bruni 2015-06-02 16:39:46 +02:00 committed by Alexandre Julliard
parent 3d6ee7e5b9
commit e8cb3bdba5
6 changed files with 59 additions and 52 deletions

View File

@ -5059,6 +5059,8 @@ static void shader_arb_free_context_data(struct wined3d_context *context)
priv->last_context = NULL;
}
static void shader_arb_init_context_state(struct wined3d_context *context) {}
static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
{
if (gl_info->supported[ARB_VERTEX_PROGRAM])
@ -5738,6 +5740,7 @@ const struct wined3d_shader_backend_ops arb_program_shader_backend =
shader_arb_free,
shader_arb_allocate_context_data,
shader_arb_free_context_data,
shader_arb_init_context_state,
shader_arb_get_caps,
shader_arb_color_fixup_supported,
shader_arb_has_ffp_proj_control,

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@ -1762,6 +1762,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
{
GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
}
device->shader_backend->shader_init_context_state(ret);
ret->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
| (1 << WINED3D_SHADER_TYPE_VERTEX)
| (1 << WINED3D_SHADER_TYPE_GEOMETRY);

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@ -1498,6 +1498,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
{
const struct wined3d_shader_version *version = &reg_maps->shader_version;
const struct wined3d_state *state = &shader->device->state;
const struct vs_compile_args *vs_args = ctx_priv->cur_vs_args;
const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_fb_state *fb = &shader->device->fb;
@ -1728,6 +1729,15 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
shader_addline(buffer, "attribute vec4 %s_in%u;\n", prefix, e->register_idx);
}
if (vs_args->point_size && !vs_args->per_vertex_point_size)
{
shader_addline(buffer, "uniform struct\n{\n");
shader_addline(buffer, " float size;\n");
shader_addline(buffer, " float size_min;\n");
shader_addline(buffer, " float size_max;\n");
shader_addline(buffer, "} ffp_point;\n");
}
shader_addline(buffer, "uniform vec4 posFixup;\n");
shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits->packed_output);
}
@ -5182,6 +5192,9 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
if (args->clip_enabled)
shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
if (args->point_size && !args->per_vertex_point_size)
shader_addline(buffer, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
/* Write the final position.
*
* OpenGL coordinates specify the center of the pixel while d3d coords specify
@ -5318,9 +5331,14 @@ static GLuint find_glsl_pshader(const struct wined3d_context *context,
}
static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
const DWORD use_map) {
const DWORD use_map)
{
if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
if((stored->clip_enabled) != new->clip_enabled) return FALSE;
if (stored->point_size != new->point_size)
return FALSE;
if (stored->per_vertex_point_size != new->per_vertex_point_size)
return FALSE;
return stored->fog_src == new->fog_src;
}
@ -7414,6 +7432,14 @@ static void shader_glsl_free_context_data(struct wined3d_context *context)
HeapFree(GetProcessHeap(), 0, context->shader_backend_data);
}
static void shader_glsl_init_context_state(struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
gl_info->gl_ops.gl.p_glEnable(GL_PROGRAM_POINT_SIZE);
checkGLcall("GL_PROGRAM_POINT_SIZE");
}
static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
{
UINT shader_model;
@ -7640,19 +7666,13 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
shader_glsl_free,
shader_glsl_allocate_context_data,
shader_glsl_free_context_data,
shader_glsl_init_context_state,
shader_glsl_get_caps,
shader_glsl_color_fixup_supported,
shader_glsl_has_ffp_proj_control,
};
static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
{
if (enable)
gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
else
gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
checkGLcall("GL_VERTEX_PROGRAM_POINT_SIZE_ARB");
}
static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
{
@ -7835,10 +7855,7 @@ static void glsl_vertex_pipe_viewport(struct wined3d_context *context,
glsl_vertex_pipe_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
&& state->render_states[WINED3D_RS_POINTSCALEENABLE])
{
state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
}
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
}
@ -7860,25 +7877,10 @@ static void glsl_vertex_pipe_light(struct wined3d_context *context,
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS;
}
static void glsl_vertex_pipe_pointsize_arb(struct wined3d_context *context,
static void glsl_vertex_pipe_pointsize(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
state_psizemin_arb(context, state, state_id);
}
static void glsl_vertex_pipe_pointsize_ext(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
state_psizemin_ext(context, state, state_id);
}
static void glsl_vertex_pipe_pointsize_w(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
state_psizemin_w(context, state, state_id);
}
static void glsl_vertex_pipe_pointscale(struct wined3d_context *context,
@ -7886,7 +7888,6 @@ static void glsl_vertex_pipe_pointscale(struct wined3d_context *context,
{
if (!use_vs(state))
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
state_pscale(context, state, state_id);
}
static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
@ -7985,18 +7986,14 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_VERTEXBLEND), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSIZE), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), glsl_vertex_pipe_pointsize_arb}, ARB_POINT_PARAMETERS },
{STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), glsl_vertex_pipe_pointsize_ext}, EXT_POINT_PARAMETERS },
{STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), glsl_vertex_pipe_pointsize_w}, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSIZE), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), glsl_vertex_pipe_pointsize}, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
{STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), glsl_vertex_pipe_pointscale}, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSCALE_A), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSCALE_B), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSCALE_C), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
{STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
{STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },

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@ -550,6 +550,8 @@ static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct w
case WINED3DSPR_RASTOUT:
if (reg->idx[0].offset == 1)
reg_maps->fog = 1;
if (reg->idx[0].offset == 2)
reg_maps->point_size = 1;
break;
case WINED3DSPR_MISCTYPE:
@ -764,6 +766,8 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
shader_signature_from_semantic(&output_signature_elements[reg_idx], semantic);
if (semantic->usage == WINED3D_DECL_USAGE_FOG)
reg_maps->fog = 1;
if (semantic->usage == WINED3D_DECL_USAGE_PSIZE)
reg_maps->point_size = 1;
break;
case WINED3DSPR_SAMPLER:
@ -1904,6 +1908,7 @@ static void shader_none_load_constants(void *shader_priv, struct wined3d_context
const struct wined3d_state *state) {}
static void shader_none_destroy(struct wined3d_shader *shader) {}
static void shader_none_free_context_data(struct wined3d_context *context) {}
static void shader_none_init_context_state(struct wined3d_context *context) {}
/* Context activation is done by the caller. */
static void shader_none_select(void *shader_priv, struct wined3d_context *context,
@ -2022,6 +2027,7 @@ const struct wined3d_shader_backend_ops none_shader_backend =
shader_none_free,
shader_none_allocate_context_data,
shader_none_free_context_data,
shader_none_init_context_state,
shader_none_get_caps,
shader_none_color_fixup_supported,
shader_none_has_ffp_proj_control,
@ -2210,6 +2216,8 @@ void find_vs_compile_args(const struct wined3d_state *state, const struct wined3
== WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
&& state->render_states[WINED3D_RS_CLIPPLANEENABLE];
args->point_size = state->gl_primitive_type == GL_POINTS;
args->per_vertex_point_size = shader->reg_maps.point_size;
args->swizzle_map = swizzle_map;
}

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@ -1417,7 +1417,7 @@ static void state_normalize(struct wined3d_context *context, const struct wined3
}
}
void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
float min, max;
@ -1429,7 +1429,7 @@ void state_psizemin_w(struct wined3d_context *context, const struct wined3d_stat
FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max);
}
void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
float min, max;
@ -1442,7 +1442,7 @@ void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_st
checkGLcall("glPointParameterfEXT(...)");
}
void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
float min, max;
@ -1455,7 +1455,7 @@ void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_st
checkGLcall("glPointParameterfARB(...)");
}
void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
float att[3];

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@ -640,7 +640,8 @@ struct wined3d_shader_reg_maps
WORD usesifc : 1;
WORD usescall : 1;
WORD usespow : 1;
WORD padding : 3;
WORD point_size : 1;
WORD padding : 2;
DWORD rt_mask; /* Used render targets, 32 max. */
@ -841,10 +842,14 @@ enum fog_src_type {
VS_FOG_COORD = 1
};
struct vs_compile_args {
BYTE fog_src;
BYTE clip_enabled;
WORD swizzle_map; /* MAX_ATTRIBS, 16 */
struct vs_compile_args
{
BYTE fog_src;
BYTE clip_enabled : 1;
BYTE point_size : 1;
BYTE per_vertex_point_size : 1;
BYTE padding : 5;
WORD swizzle_map; /* MAX_ATTRIBS, 16 */
};
struct wined3d_context;
@ -871,6 +876,7 @@ struct wined3d_shader_backend_ops
void (*shader_free_private)(struct wined3d_device *device);
BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
void (*shader_free_context_data)(struct wined3d_context *context);
void (*shader_init_context_state)(struct wined3d_context *context);
void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
@ -2836,18 +2842,10 @@ void state_clipping(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void clipplane(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_psizemin_w(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_psizemin_ext(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_psizemin_arb(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_pointsprite_w(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_pointsprite(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_pscale(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
BOOL getColorBits(const struct wined3d_format *format,
BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;