wined3d: Further split GLSL & ARB_v/f_program generation and allow GLSL functions to be called.
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246677ae46
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@ -238,6 +238,43 @@ void shader_program_dump_decl_usage(
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}
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}
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/** Generate the variable & register declarations for the ARB_vertex_program
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output target */
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void generate_arb_declarations(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer) {
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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DWORD i;
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for(i = 0; i < This->baseShader.limits.temporary; i++) {
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if (This->baseShader.temps_used & (1 << i))
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shader_addline(buffer, "TEMP R%lu;\n", i);
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}
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for (i = 0; i < This->baseShader.limits.address; i++) {
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if (This->baseShader.textures_used & (1 << i))
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shader_addline(buffer, "ADDRESS A%ld;\n", i);
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}
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for(i = 0; i < This->baseShader.limits.texture; i++) {
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if (This->baseShader.textures_used & (1 << i))
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shader_addline(buffer,"TEMP T%lu;\n", i);
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}
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/* Texture coordinate registers must be pre-loaded */
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for (i = 0; i < This->baseShader.limits.texture; i++) {
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if (This->baseShader.textures_used & (1 << i))
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shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
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}
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}
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/** Generate the variable & register declarations for the GLSL
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output target */
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void generate_glsl_declarations(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer) {
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FIXME("GLSL not fully implemented yet.\n");
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}
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/** Shared code in order to generate the bulk of the shader string.
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Use the shader_header_fct & shader_footer_fct to add strings
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that are specific to pixel or vertex functions
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@ -267,26 +304,10 @@ void generate_base_shader(
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*/
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/* Pre-declare registers */
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for(i = 0; i < This->baseShader.limits.temporary; i++) {
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if (This->baseShader.temps_used & (1 << i))
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shader_addline(buffer, "TEMP R%lu;\n", i);
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}
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for (i = 0; i < This->baseShader.limits.address; i++) {
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if (This->baseShader.textures_used & (1 << i))
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shader_addline(buffer, "ADDRESS A%ld;\n", i);
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}
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for(i = 0; i < This->baseShader.limits.texture; i++) {
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if (This->baseShader.textures_used & (1 << i))
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shader_addline(buffer,"TEMP T%lu;\n", i);
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}
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/* Texture coordinate registers must be pre-loaded */
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for (i = 0; i < This->baseShader.limits.texture; i++) {
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if (This->baseShader.textures_used & (1 << i))
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shader_addline(buffer, "MOV T%lu, fragment.texcoord[%lu];\n", i, i);
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}
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if (USING_GLSL)
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generate_glsl_declarations(iface, buffer);
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else
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generate_arb_declarations(iface, buffer);
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/* Second pass, process opcodes */
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if (NULL != pToken) {
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@ -318,15 +339,22 @@ void generate_base_shader(
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++pToken;
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}
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/* Unhandled opcode */
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} else if (GLNAME_REQUIRE_GLSL == curOpcode->glname) {
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/* Using GLSL & no generator function exists */
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} else if (USING_GLSL && curOpcode->hw_glsl_fct == NULL) {
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FIXME("Token %s is not yet implemented with GLSL\n", curOpcode->name);
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pToken += curOpcode->num_params;
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/* Unhandled opcode in ARB */
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} else if ( !USING_GLSL && GLNAME_REQUIRE_GLSL == curOpcode->glname) {
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FIXME("Token %s requires greater functionality than "
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"Vertex or Fragment_Program_ARB supports\n", curOpcode->name);
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pToken += curOpcode->num_params;
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/* If a generator function is set, use it */
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} else if (curOpcode->hw_fct != NULL) {
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/* If a generator function is set for current shader target, use it */
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} else if ((!USING_GLSL && curOpcode->hw_fct != NULL) ||
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(USING_GLSL && curOpcode->hw_glsl_fct != NULL)) {
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SHADER_OPCODE_ARG hw_arg;
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@ -341,7 +369,12 @@ void generate_base_shader(
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hw_arg.src[i-1] = *(pToken + i);
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}
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/* Call appropriate function for output target */
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if (USING_GLSL)
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curOpcode->hw_glsl_fct(&hw_arg);
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else
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curOpcode->hw_fct(&hw_arg);
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pToken += curOpcode->num_params;
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} else {
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@ -1201,6 +1201,13 @@ struct SHADER_OPCODE_ARG;
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typedef void (*shader_fct_t)();
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typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
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/* This must be 0 in the main branch until GLSL is at least mostly implemented.
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Also, think about making it a winecfg option to use GLSL (if the card supports it)
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or ARB_vertex_program. Ideally, we want to use GLSL if it's available, but until
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everything is implemented, we'll probably have better luck with the ARB generation */
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#define USING_GLSL 0
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#define SHADER_PGMSIZE 65535
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typedef struct SHADER_BUFFER {
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char* buffer;
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