wined3d: Hardcode local constants into the shader if possible.

This commit is contained in:
Stefan Dösinger 2007-11-09 14:48:47 +01:00 committed by Alexandre Julliard
parent b673b984f2
commit edb78187a9
5 changed files with 47 additions and 8 deletions

View File

@ -447,14 +447,18 @@ HRESULT shader_get_registers_used(
else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
reg_maps->vpos = 1;
else if(WINED3DSPR_CONST == regtype && !pshader &&
param & WINED3DSHADER_ADDRMODE_RELATIVE) {
else if(WINED3DSPR_CONST == regtype) {
if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
if(!pshader) {
if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) {
((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg;
} else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) {
((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg;
}
}
reg_maps->usesrelconstF = TRUE;
}
}
}
}
}

View File

@ -199,6 +199,11 @@ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL
}
checkGLcall("glUniform4fvARB()");
if(!This->baseShader.load_local_constsF) {
TRACE("No need to load local float constants for this shader\n");
return;
}
/* Load immediate constants */
if (TRACE_ON(d3d_shader)) {
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
@ -464,6 +469,7 @@ void shader_generate_glsl_declarations(
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
int i;
unsigned int extra_constants_needed = 0;
local_constant* lconst;
/* There are some minor differences between pixel and vertex shaders */
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
@ -640,6 +646,15 @@ void shader_generate_glsl_declarations(
shader_addline(buffer, "vec4 tmp0;\n");
shader_addline(buffer, "vec4 tmp1;\n");
/* Hardcodeable local constants */
if(!This->baseShader.load_local_constsF) {
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
float *value = (float *) lconst->value;
shader_addline(buffer, "const vec4 LC%u = vec4(%f, %f, %f, %f);\n", lconst->idx,
value[0], value[1], value[2], value[3]);
}
}
/* Start the main program */
shader_addline(buffer, "void main() {\n");
if(pshader && reg_maps->vpos) {
@ -734,6 +749,17 @@ static void shader_glsl_gen_modifier (
}
}
static BOOL constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
local_constant* lconst;
if(This->baseShader.load_local_constsF) return FALSE;
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
if(lconst->idx == reg) return TRUE;
}
return FALSE;
}
/** Writes the GLSL variable name that corresponds to the register that the
* DX opcode parameter is trying to access */
static void shader_glsl_get_register_name(
@ -819,8 +845,13 @@ static void shader_glsl_get_register_name(
}
}
} else
} else {
if(constant_is_local(This, reg)) {
sprintf(tmpStr, "LC%u", reg);
} else {
sprintf(tmpStr, "%s[%u]", prefix, reg);
}
}
break;
}

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@ -586,6 +586,7 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
}
}
}
This->baseShader.load_local_constsF = FALSE;
This->baseShader.shader_mode = deviceImpl->ps_selected_mode;

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@ -587,6 +587,7 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader
This->rel_offset = 0;
}
}
This->baseShader.load_local_constsF = This->baseShader.reg_maps.usesrelconstF && !list_empty(&This->baseShader.constantsF);
/* copy the function ... because it will certainly be released by application */
if (NULL != pFunction) {

View File

@ -1669,6 +1669,7 @@ typedef struct shader_reg_maps {
DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
char bumpmat, luminanceparams;
char usesnrm, vpos, usesdsy;
char usesrelconstF;
/* Whether or not loops are used in this shader, and nesting depth */
unsigned loop_depth;
@ -1898,6 +1899,7 @@ typedef struct IWineD3DBaseShaderClass
GLuint prgId;
BOOL is_compiled;
UINT cur_loop_depth, cur_loop_regno;
BOOL load_local_constsF;
/* Type of shader backend */
int shader_mode;