wined3d: Further split GLSL & ARB_v/f_program generation and allow GLSL functions to be called.

This commit is contained in:
Jason Green 2006-05-09 22:47:35 -04:00 committed by Alexandre Julliard
parent 246677ae46
commit e9927d6ffd
2 changed files with 65 additions and 25 deletions

View File

@ -238,6 +238,43 @@ void shader_program_dump_decl_usage(
}
}
/** Generate the variable & register declarations for the ARB_vertex_program
output target */
void generate_arb_declarations(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer) {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
DWORD i;
for(i = 0; i < This->baseShader.limits.temporary; i++) {
if (This->baseShader.temps_used & (1 << i))
shader_addline(buffer, "TEMP R%lu;\n", i);
}
for (i = 0; i < This->baseShader.limits.address; i++) {
if (This->baseShader.textures_used & (1 << i))
shader_addline(buffer, "ADDRESS A%ld;\n", i);
}
for(i = 0; i < This->baseShader.limits.texture; i++) {
if (This->baseShader.textures_used & (1 << i))
shader_addline(buffer,"TEMP T%lu;\n", i);
}
/* Texture coordinate registers must be pre-loaded */
for (i = 0; i < This->baseShader.limits.texture; i++) {
if (This->baseShader.textures_used & (1 << i))
shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
}
}
/** Generate the variable & register declarations for the GLSL
output target */
void generate_glsl_declarations(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer) {
FIXME("GLSL not fully implemented yet.\n");
}
/** Shared code in order to generate the bulk of the shader string.
Use the shader_header_fct & shader_footer_fct to add strings
that are specific to pixel or vertex functions
@ -267,26 +304,10 @@ void generate_base_shader(
*/
/* Pre-declare registers */
for(i = 0; i < This->baseShader.limits.temporary; i++) {
if (This->baseShader.temps_used & (1 << i))
shader_addline(buffer, "TEMP R%lu;\n", i);
}
for (i = 0; i < This->baseShader.limits.address; i++) {
if (This->baseShader.textures_used & (1 << i))
shader_addline(buffer, "ADDRESS A%ld;\n", i);
}
for(i = 0; i < This->baseShader.limits.texture; i++) {
if (This->baseShader.textures_used & (1 << i))
shader_addline(buffer,"TEMP T%lu;\n", i);
}
/* Texture coordinate registers must be pre-loaded */
for (i = 0; i < This->baseShader.limits.texture; i++) {
if (This->baseShader.textures_used & (1 << i))
shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
}
if (USING_GLSL)
generate_glsl_declarations(iface, buffer);
else
generate_arb_declarations(iface, buffer);
/* Second pass, process opcodes */
if (NULL != pToken) {
@ -318,15 +339,22 @@ void generate_base_shader(
++pToken;
}
/* Unhandled opcode */
} else if (GLNAME_REQUIRE_GLSL == curOpcode->glname) {
/* Using GLSL & no generator function exists */
} else if (USING_GLSL && curOpcode->hw_glsl_fct == NULL) {
FIXME("Token %s is not yet implemented with GLSL\n", curOpcode->name);
pToken += curOpcode->num_params;
/* Unhandled opcode in ARB */
} else if ( !USING_GLSL && GLNAME_REQUIRE_GLSL == curOpcode->glname) {
FIXME("Token %s requires greater functionality than "
"Vertex or Fragment_Program_ARB supports\n", curOpcode->name);
pToken += curOpcode->num_params;
/* If a generator function is set, use it */
} else if (curOpcode->hw_fct != NULL) {
/* If a generator function is set for current shader target, use it */
} else if ((!USING_GLSL && curOpcode->hw_fct != NULL) ||
(USING_GLSL && curOpcode->hw_glsl_fct != NULL)) {
SHADER_OPCODE_ARG hw_arg;
@ -341,7 +369,12 @@ void generate_base_shader(
hw_arg.src[i-1] = *(pToken + i);
}
curOpcode->hw_fct(&hw_arg);
/* Call appropriate function for output target */
if (USING_GLSL)
curOpcode->hw_glsl_fct(&hw_arg);
else
curOpcode->hw_fct(&hw_arg);
pToken += curOpcode->num_params;
} else {

View File

@ -1201,6 +1201,13 @@ struct SHADER_OPCODE_ARG;
typedef void (*shader_fct_t)();
typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
/* This must be 0 in the main branch until GLSL is at least mostly implemented.
Also, think about making it a winecfg option to use GLSL (if the card supports it)
or ARB_vertex_program. Ideally, we want to use GLSL if it's available, but until
everything is implemented, we'll probably have better luck with the ARB generation */
#define USING_GLSL 0
#define SHADER_PGMSIZE 65535
typedef struct SHADER_BUFFER {
char* buffer;