wined3d: Allow use of pixel shaders with drawStridedSlow.

This commit is contained in:
Ivan Gyurdiev 2006-05-21 17:15:09 -04:00 committed by Alexandre Julliard
parent 438d88e1e8
commit d59eeb3ee5

View file

@ -1789,122 +1789,128 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
TRACE("Loaded arrays\n");
if (useVertexShaderFunction || usePixelShaderFunction) {
if (useVertexShaderFunction) {
IWineD3DVertexDeclarationImpl *vertexDeclaration;
int i;
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)->baseShader.prgId));
checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
/* Bind the vertex program */
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB,
((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId));
checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 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)->baseShader.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)->baseShader.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]);
/* 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;
if (usePixelShaderFunction) {
int i;
TRACE("Using pixel shader\n");
TRACE("Using pixel shader\n");
/* Bind the fragment program */
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
/* Bind the fragment program */
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,
((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.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)->baseShader.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)->baseShader.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");
}
}
/* 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");
}
}
}
/* always draw strided fast if a vertex shader is being used */
drawStridedFast(iface, numberOfIndicies, glPrimType,
idxData, idxSize, minIndex, StartIdx);
/* DirectX colours are in a different format to opengl colours
* so if diffuse or specular are used then we need to use drawStridedSlow
* to correct the colours */
if (!useVertexShaderFunction &&
((dataLocations->u.s.pSize.lpData != NULL)
|| (dataLocations->u.s.diffuse.lpData != NULL)
|| (dataLocations->u.s.specular.lpData != NULL))) {
/* TODO: replace drawStridedSlow with veretx fixups */
/* 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);");
}
}
drawStridedSlow(iface, dataLocations, numberOfIndicies, glPrimType,
idxData, idxSize, minIndex, StartIdx);
glDisable(GL_VERTEX_PROGRAM_ARB);
}
/* Cleanup fragment program */
if (usePixelShaderFunction) {
glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
} else {
/* OpenGL can manage everything in hardware so we can use drawStridedFast */
drawStridedFast(iface, numberOfIndicies, glPrimType,
idxData, idxSize, minIndex, StartIdx);
}
/* DirectX colours are in a different format to opengl colours
so if diffuse or specular are used then we need to use drawStridedSlow
to correct the colours */
if ((dataLocations->u.s.pSize.lpData != NULL)
|| (dataLocations->u.s.diffuse.lpData != NULL)
|| (dataLocations->u.s.specular.lpData != NULL)) {
/* TODO: replace drawStridedSlow with veretx fixups */
#if 1
drawStridedSlow(iface, dataLocations, numberOfIndicies, glPrimType,
idxData, idxSize, minIndex, StartIdx) ;
/*
* drawStridedSlow(iface, dataLocations, numberOfIndicies, glPrimType,
* idxData, idxSize, minIndex, StartIdx);
*/
#endif
} else {
/* OpenGL can manage everything in hardware so we can use drawStridedFast */
drawStridedFast(iface, numberOfIndicies, glPrimType,
idxData, idxSize, minIndex, StartIdx);
/* 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);
}
/* Cleanup fragment program */
if (usePixelShaderFunction) {
glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
}
}