wined3d: Add the vertex shader footer in the main function.

This commit is contained in:
Stefan Dösinger 2009-06-25 19:52:17 +02:00 committed by Alexandre Julliard
parent 5befed21f6
commit d4312ebb16

View file

@ -201,6 +201,8 @@ struct shader_arb_ctx_priv
int aL;
unsigned int vs_clipplanes;
BOOL footer_written;
BOOL in_main_func;
/* For 3.0 vertex shaders */
const char *vs_output[MAX_REG_OUTPUT];
@ -2804,6 +2806,7 @@ static void shader_hw_label(const struct wined3d_shader_instruction *ins)
SHADER_BUFFER *buffer = ins->ctx->buffer;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
priv->in_main_func = FALSE;
/* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
* subroutine, don't generate a label that will make GL complain
*/
@ -2812,13 +2815,105 @@ static void shader_hw_label(const struct wined3d_shader_instruction *ins)
shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
}
static void vshader_add_footer(IWineD3DVertexShaderImpl *This, SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args,
struct shader_arb_ctx_priv *priv_ctx)
{
const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
unsigned int i;
/* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
* or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
* the fog frag coord is thrown away. If the fog frag coord is used, but not written by
* the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
*/
if(args->super.fog_src == VS_FOG_Z) {
shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
} else if (!reg_maps->fog) {
/* posFixup.x is always 1.0, so we can savely use it */
shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
}
/* Write the final position.
*
* OpenGL coordinates specify the center of the pixel while d3d coords specify
* the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
* 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
* contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
*/
shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
{
for(i = 0; i < priv_ctx->vs_clipplanes; i++)
{
shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
}
}
else if(args->boolclip.clip_control[0])
{
unsigned int cur_clip = 0;
char component[4] = {'x', 'y', 'z', 'w'};
for(i = 0; i < GL_LIMITS(clipplanes); i++)
{
if(args->boolclip.clip_control[1] & (1 << i))
{
shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
component[cur_clip++], i);
}
}
switch(cur_clip)
{
case 0:
shader_addline(buffer, "MOV TA, -helper_const.w;\n");
break;
case 1:
shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
break;
case 2:
shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
break;
case 3:
shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
break;
}
shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
args->boolclip.clip_control[0] - 1);
}
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
* and the glsl equivalent
*/
if(need_helper_const(gl_info)) {
shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
} else {
shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
}
shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
priv_ctx->footer_written = TRUE;
}
static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->ctx->buffer;
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
if(priv->target_version == ARB) return;
if(vshader)
{
if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
}
shader_addline(buffer, "RET;\n");
}
@ -3565,89 +3660,6 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
}
}
static void vshader_add_footer(IWineD3DVertexShaderImpl *This, SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args,
struct shader_arb_ctx_priv *priv_ctx)
{
const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
unsigned int i;
/* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
* or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
* the fog frag coord is thrown away. If the fog frag coord is used, but not written by
* the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
*/
if(args->super.fog_src == VS_FOG_Z) {
shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
} else if (!reg_maps->fog) {
/* posFixup.x is always 1.0, so we can savely use it */
shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
}
/* Write the final position.
*
* OpenGL coordinates specify the center of the pixel while d3d coords specify
* the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
* 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
* contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
*/
shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
{
for(i = 0; i < priv_ctx->vs_clipplanes; i++)
{
shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
}
}
else if(args->boolclip.clip_control[0])
{
unsigned int cur_clip = 0;
char component[4] = {'x', 'y', 'z', 'w'};
for(i = 0; i < GL_LIMITS(clipplanes); i++)
{
if(args->boolclip.clip_control[1] & (1 << i))
{
shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
component[cur_clip++], i);
}
}
switch(cur_clip)
{
case 0:
shader_addline(buffer, "MOV TA, -helper_const.w;\n");
break;
case 1:
shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
break;
case 2:
shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
break;
case 3:
shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
break;
}
shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
args->boolclip.clip_control[0] - 1);
}
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
* and the glsl equivalent
*/
if(need_helper_const(gl_info)) {
shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
} else {
shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
}
shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
}
/* GL locking is done by the caller */
static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
@ -3750,10 +3762,12 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
}
}
/* The shader starts with the main function */
priv_ctx.in_main_func = TRUE;
/* Base Shader Body */
shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
vshader_add_footer(This, buffer, args, &priv_ctx);
if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
shader_addline(buffer, "END\n");