wined3d: Use OpenGL fragment programs when available.

This commit is contained in:
H. Verbeet 2006-03-08 23:52:45 +00:00 committed by Alexandre Julliard
parent 86b9041c0c
commit 76c469e5a4

View file

@ -1678,7 +1678,7 @@ void drawStridedSoftwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
#endif
void inline drawPrimitiveDrawStrided(IWineD3DDevice *iface, BOOL useVertexShaderFunction, int useHW, Direct3DVertexStridedData *dataLocations,
void inline drawPrimitiveDrawStrided(IWineD3DDevice *iface, BOOL useVertexShaderFunction, BOOL usePixelShaderFunction, int useHW, Direct3DVertexStridedData *dataLocations,
UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idxData, short idxSize, int minIndex, long StartIdx) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
@ -1775,41 +1775,67 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
TRACE("Loaded arrays\n");
if (useVertexShaderFunction) {
int i;
GLint errPos;
IWineD3DVertexDeclarationImpl *vertexDeclaration;
if (useVertexShaderFunction || usePixelShaderFunction) {
if (useVertexShaderFunction) {
IWineD3DVertexDeclarationImpl *vertexDeclaration;
int i;
TRACE("Using vertex shader\n");
TRACE("Using vertex shader\n");
/* Bind the vertex program */
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId));
checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
/* Bind the vertex program */
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId));
checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
/* and enable gl vertex shaders */
glEnable(GL_VERTEX_PROGRAM_ARB);
checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
TRACE_(d3d_shader)("(%p) bound program %u and enabled vertex program ARB\n", This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId);
/* Enable OpenGL vertex programs */
glEnable(GL_VERTEX_PROGRAM_ARB);
checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
TRACE_(d3d_shader)("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId);
/* Vertex Shader 8 constants */
vertexDeclaration = (IWineD3DVertexDeclarationImpl *)((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration;
if (vertexDeclaration != NULL) {
float *constants = vertexDeclaration->constants;
if (constants != NULL) {
for (i = 0; i <= WINED3D_VSHADER_MAX_CONSTANTS; i++) {
TRACE_(d3d_shader)("Not Loading constants %u = %f %f %f %f\n", i, constants[i * 4], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]);
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, &constants[i * 4]));
/* Vertex Shader 8 constants */
vertexDeclaration = (IWineD3DVertexDeclarationImpl *)((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration;
if (vertexDeclaration != NULL) {
float *constants = vertexDeclaration->constants;
if (constants != NULL) {
for (i = 0; i <= WINED3D_VSHADER_MAX_CONSTANTS; ++i) {
TRACE_(d3d_shader)("Not loading constants %u = %f %f %f %f\n", i, constants[i * 4], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]);
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, &constants[i * 4]));
}
}
}
/* Update the constants */
for (i = 0; i < WINED3D_VSHADER_MAX_CONSTANTS; ++i) {
/* TODO: add support for Integer and Boolean constants */
if (WINESHADERCNST_FLOAT == This->stateBlock->vertexShaderConstantT[i]) {
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, &This->stateBlock->vertexShaderConstantF[i * 4]));
TRACE_(d3d_shader)("Loading constants %u = %f %f %f %f\n",i, This->stateBlock->vertexShaderConstantF[i *4 ], This->stateBlock->vertexShaderConstantF[i * 4 + 1], This->stateBlock->vertexShaderConstantF[i *4 + 2], This->stateBlock->vertexShaderConstantF[i * 4 + 3]);
checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB");
}
}
}
/* Update the constants */
for (i = 0; i < WINED3D_VSHADER_MAX_CONSTANTS; i++) {
/* TODO: add support for Integer and Boolean constants */
if (WINESHADERCNST_FLOAT == This->stateBlock->vertexShaderConstantT[i]) {
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, &This->stateBlock->vertexShaderConstantF[i * 4]));
TRACE_(d3d_shader)("Loading constants %u = %f %f %f %f\n",i, This->stateBlock->vertexShaderConstantF[i *4 ], This->stateBlock->vertexShaderConstantF[i * 4 + 1], This->stateBlock->vertexShaderConstantF[i *4 + 2], This->stateBlock->vertexShaderConstantF[i * 4 + 3]);
checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB");
if (usePixelShaderFunction) {
int i;
TRACE("Using pixel shader\n");
/* Bind the fragment program */
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->prgId));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
/* Enable OpenGL fragment programs */
glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
TRACE_(d3d_shader)("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->prgId);
/* Update the constants */
for (i = 0; i < WINED3D_PSHADER_MAX_CONSTANTS; ++i) {
/* TODO: add support for Integer and Boolean constants */
if (WINESHADERCNST_FLOAT == This->stateBlock->pixelShaderConstantT[i]) {
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, i, &This->stateBlock->pixelShaderConstantF[i * 4]));
TRACE_(d3d_shader)("Loading constants %u = %f %f %f %f\n",i, This->stateBlock->pixelShaderConstantF[i *4 ], This->stateBlock->pixelShaderConstantF[i * 4 + 1], This->stateBlock->pixelShaderConstantF[i *4 + 2], This->stateBlock->pixelShaderConstantF[i * 4 + 3]);
checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB");
}
}
}
@ -1817,23 +1843,30 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
drawStridedFast(iface, numberOfIndicies, glPrimType,
idxData, idxSize, minIndex, StartIdx);
/* disable any attribs */
if(((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->declaredArrays) {
GLint maxAttribs;
int i;
/* Leave all the attribs disabled */
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
/* MESA does not support it right not */
if (glGetError() != GL_NO_ERROR)
maxAttribs = 16;
for (i = 0; i < maxAttribs; i++) {
GL_EXTCALL(glDisableVertexAttribArrayARB(i));
checkGLcall("glDisableVertexAttribArrayARB(reg);");
/* Cleanup vertex program */
if (useVertexShaderFunction) {
/* disable any attribs */
if(((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->declaredArrays) {
GLint maxAttribs;
int i;
/* Leave all the attribs disabled */
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
/* MESA does not support it right not */
if (glGetError() != GL_NO_ERROR)
maxAttribs = 16;
for (i = 0; i < maxAttribs; ++i) {
GL_EXTCALL(glDisableVertexAttribArrayARB(i));
checkGLcall("glDisableVertexAttribArrayARB(reg);");
}
}
glDisable(GL_VERTEX_PROGRAM_ARB);
}
/* Done */
glDisable(GL_VERTEX_PROGRAM_ARB);
/* Cleanup fragment program */
if (usePixelShaderFunction) {
glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
} else {
/* DirectX colours are in a different format to opengl colours
@ -2009,6 +2042,7 @@ void drawPrimitive(IWineD3DDevice *iface,
DWORD fvf = 0;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
BOOL useVertexShaderFunction = FALSE;
BOOL usePixelShaderFunction = FALSE;
BOOL isLightingOn = FALSE;
Direct3DVertexStridedData dataLocations;
int useHW = FALSE;
@ -2021,6 +2055,12 @@ void drawPrimitive(IWineD3DDevice *iface,
useVertexShaderFunction = FALSE;
}
if (wined3d_settings.ps_mode != PS_NONE && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)
&& This->stateBlock->pixelShader
&& ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->function) {
usePixelShaderFunction = TRUE;
}
if (This->stateBlock->vertexDecl == NULL) {
/* Work out what the FVF should look like */
rc = initializeFVF(iface, &fvf);
@ -2107,7 +2147,7 @@ void drawPrimitive(IWineD3DDevice *iface,
#endif
if (numberOfVertices == 0 )
numberOfVertices = calculatedNumberOfindices;
drawPrimitiveDrawStrided(iface, useVertexShaderFunction, useHW, &dataLocations, numberOfVertices, calculatedNumberOfindices, glPrimType, idxData, idxSize, minIndex, StartIdx);
drawPrimitiveDrawStrided(iface, useVertexShaderFunction, usePixelShaderFunction, useHW, &dataLocations, numberOfVertices, calculatedNumberOfindices, glPrimType, idxData, idxSize, minIndex, StartIdx);
}
/* If vertex shaders or no normals, restore previous lighting state */