wined3d: Reverse semantics maps for shaders.
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index e4d7e4d..a8f92fc 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -340,18 +340,9 @@
break;
case D3DSPR_INPUT:
- if (This->semantics_in[WINED3DSHADERDECLUSAGE_DIFFUSE] &&
- reg == (This->semantics_in[WINED3DSHADERDECLUSAGE_DIFFUSE] & D3DSP_REGNUM_MASK))
+ if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
is_color = TRUE;
- if (This->semantics_in[WINED3DSHADERDECLUSAGE_SPECULAR] &&
- reg == (This->semantics_in[WINED3DSHADERDECLUSAGE_SPECULAR] & D3DSP_REGNUM_MASK))
- is_color = TRUE;
-
- /* FIXME: Shaders in 8.1 appear to not require a dcl statement - use
- * the reg value from the vertex declaration. However, semantics are not initialized
- * in that case - how can we know if an input contains color data or not? */
-
sprintf(tmpReg, "vertex.attrib[%lu]", reg);
strcat(hwLine, tmpReg);
break;
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 8ed85ef..b7aa45f 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -171,132 +171,14 @@
}
}
-static void shader_parse_decl_usage(
- DWORD *semantics_map,
- DWORD usage_token, DWORD param) {
-
- unsigned int usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
- unsigned int usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
- unsigned int regnum = param & D3DSP_REGNUM_MASK;
-
- switch(usage) {
- case D3DDECLUSAGE_POSITION:
- if (usage_idx == 0) { /* tween data */
- TRACE("Setting position to %d\n", regnum);
- semantics_map[WINED3DSHADERDECLUSAGE_POSITION] = param;
- } else {
- /* TODO: position indexes go from 0-8!!*/
- TRACE("Setting position 2 to %d because usage_idx = %d\n", regnum, usage_idx);
- /* robots uses positions up to 8, the position arrays are just packed.*/
- if (usage_idx > 1) {
- TRACE("Loaded for position %d (greater than 2)\n", usage_idx);
- }
- semantics_map[WINED3DSHADERDECLUSAGE_POSITION2 + usage_idx-1] = param;
- }
- break;
-
- case D3DDECLUSAGE_BLENDINDICES:
- TRACE("Setting BLENDINDICES to %d\n", regnum);
- semantics_map[WINED3DSHADERDECLUSAGE_BLENDINDICES] = param;
- if (usage_idx != 0) FIXME("Extended BLENDINDICES\n");
- break;
-
- case D3DDECLUSAGE_BLENDWEIGHT:
- TRACE("Setting BLENDWEIGHT to %d\n", regnum);
- semantics_map[WINED3DSHADERDECLUSAGE_BLENDWEIGHT] = param;
- if (usage_idx != 0) FIXME("Extended blend weights\n");
- break;
-
- case D3DDECLUSAGE_NORMAL:
- if (usage_idx == 0) { /* tween data */
- TRACE("Setting normal to %d\n", regnum);
- semantics_map[WINED3DSHADERDECLUSAGE_NORMAL] = param;
- } else {
- TRACE("Setting normal 2 to %d because usage = %d\n", regnum, usage_idx);
- semantics_map[WINED3DSHADERDECLUSAGE_NORMAL2] = param;
- }
- break;
-
- case D3DDECLUSAGE_PSIZE:
- TRACE("Setting PSIZE to %d\n", regnum);
- semantics_map[WINED3DSHADERDECLUSAGE_PSIZE] = param;
- if (usage_idx != 0) FIXME("Extended PSIZE\n");
- break;
-
- case D3DDECLUSAGE_COLOR:
- if (usage_idx == 0) {
- TRACE("Setting DIFFUSE to %d\n", regnum);
- semantics_map[WINED3DSHADERDECLUSAGE_DIFFUSE] = param;
- } else {
- TRACE("Setting SPECULAR to %d\n", regnum);
- semantics_map[WINED3DSHADERDECLUSAGE_SPECULAR] = param;
- }
- break;
-
- case D3DDECLUSAGE_TEXCOORD:
- if (usage_idx > 7) {
- FIXME("Program uses texture coordinate %d but only 0-7 have been "
- "implemented\n", usage_idx);
- } else {
- TRACE("Setting TEXCOORD %d to %d\n", usage_idx, regnum);
- semantics_map[WINED3DSHADERDECLUSAGE_TEXCOORD0 + usage_idx] = param;
- }
- break;
-
- case D3DDECLUSAGE_TANGENT:
- TRACE("Setting TANGENT to %d\n", regnum);
- semantics_map[WINED3DSHADERDECLUSAGE_TANGENT] = param;
- break;
-
- case D3DDECLUSAGE_BINORMAL:
- TRACE("Setting BINORMAL to %d\n", regnum);
- semantics_map[WINED3DSHADERDECLUSAGE_BINORMAL] = param;
- break;
-
- case D3DDECLUSAGE_TESSFACTOR:
- TRACE("Setting TESSFACTOR to %d\n", regnum);
- semantics_map[WINED3DSHADERDECLUSAGE_TESSFACTOR] = param;
- break;
-
- case D3DDECLUSAGE_POSITIONT:
- if (usage_idx == 0) { /* tween data */
- FIXME("Setting positiont to %d\n", regnum);
- semantics_map[WINED3DSHADERDECLUSAGE_POSITIONT] = param;
- } else {
- FIXME("Setting positiont 2 to %d because usage = %d\n", regnum, usage_idx);
- semantics_map[WINED3DSHADERDECLUSAGE_POSITIONT2] = param;
- if (usage_idx != 0) FIXME("Extended positiont\n");
- }
- break;
-
- case D3DDECLUSAGE_FOG:
- TRACE("Setting FOG to %d\n", regnum);
- semantics_map[WINED3DSHADERDECLUSAGE_FOG] = param;
- break;
-
- case D3DDECLUSAGE_DEPTH:
- TRACE("Setting DEPTH to %d\n", regnum);
- semantics_map[WINED3DSHADERDECLUSAGE_DEPTH] = param;
- break;
-
- case D3DDECLUSAGE_SAMPLE:
- TRACE("Setting SAMPLE to %d\n", regnum);
- semantics_map[WINED3DSHADERDECLUSAGE_SAMPLE] = param;
- break;
-
- default:
- FIXME("Unrecognised dcl %#x", usage);
- }
-}
-
/* Note that this does not count the loop register
* as an address register. */
void shader_get_registers_used(
IWineD3DBaseShader *iface,
shader_reg_maps* reg_maps,
- DWORD* semantics_in,
- DWORD* semantics_out,
+ semantic* semantics_in,
+ semantic* semantics_out,
CONST DWORD* pToken) {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
@@ -350,12 +232,14 @@
else
reg_maps->packed_input[regnum] = 1;
- shader_parse_decl_usage(semantics_in, usage, param);
+ semantics_in[regnum].usage = usage;
+ semantics_in[regnum].reg = param;
/* Vshader: mark 3.0 output registers used, save token */
} else if (D3DSPR_OUTPUT == regtype) {
reg_maps->packed_output[regnum] = 1;
- shader_parse_decl_usage(semantics_out, usage, param);
+ semantics_out[regnum].usage = usage;
+ semantics_out[regnum].reg = param;
/* Save sampler usage token */
} else if (D3DSPR_SAMPLER == regtype)
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 67efd03..25e2c1e 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -464,7 +464,12 @@
checkGLcall("glEnableVertexAttribArrayARB");
}
- stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
+ if (useVertexShaderFunction)
+ stride_used = vshader_get_input(This->stateBlock->vertexShader,
+ element->Usage, element->UsageIndex, &idx);
+ else
+ stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
+
if (stride_used) {
TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
"stream=%u, offset=%u, stride=%lu, VBO=%u]\n",
@@ -476,10 +481,12 @@
strided->u.input[idx].dwType = element->Type;
strided->u.input[idx].dwStride = stride;
strided->u.input[idx].VBO = streamVBO;
- if (element->Usage == D3DDECLUSAGE_POSITION)
- strided->u.s.position_transformed = FALSE;
- else if (element->Usage == D3DDECLUSAGE_POSITIONT)
- strided->u.s.position_transformed = TRUE;
+ if (!useVertexShaderFunction) {
+ if (element->Usage == D3DDECLUSAGE_POSITION)
+ strided->u.s.position_transformed = FALSE;
+ else if (element->Usage == D3DDECLUSAGE_POSITIONT)
+ strided->u.s.position_transformed = TRUE;
+ }
}
};
}
@@ -794,105 +801,35 @@
}
#endif /* TODO: Software shaders */
-void loadNumberedArrays(
- IWineD3DDevice *iface,
- WineDirect3DVertexStridedData *sd,
- DWORD arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE]) {
+static void loadNumberedArrays(
+ IWineD3DDevice *iface,
+ IWineD3DVertexShader *shader,
+ WineDirect3DVertexStridedData *strided) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
GLint curVBO = -1;
+ int i;
-#define LOAD_NUMBERED_ARRAY(_arrayName, _lookupName) \
- if ((sd->u.s._arrayName.lpData != NULL || sd->u.s._arrayName.VBO != 0) && arrayUsageMap[WINED3DSHADERDECLUSAGE_##_lookupName]) { \
- unsigned int idx = arrayUsageMap[WINED3DSHADERDECLUSAGE_##_lookupName] & D3DSP_REGNUM_MASK; \
- TRACE_(d3d_shader)("Loading array %u with data from %s\n", idx, #_arrayName); \
- if(curVBO != sd->u.s._arrayName.VBO) { \
- GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s._arrayName.VBO)); \
- checkGLcall("glBindBufferARB"); \
- curVBO = sd->u.s._arrayName.VBO; \
- } \
- GL_EXTCALL(glVertexAttribPointerARB(idx, \
- WINED3D_ATR_SIZE(sd->u.s._arrayName.dwType), \
- WINED3D_ATR_GLTYPE(sd->u.s._arrayName.dwType), \
- WINED3D_ATR_NORMALIZED(sd->u.s._arrayName.dwType), \
- sd->u.s._arrayName.dwStride, \
- sd->u.s._arrayName.lpData)); \
- GL_EXTCALL(glEnableVertexAttribArrayARB(idx)); \
- }
+ for (i = 0; i < MAX_ATTRIBS; i++) {
+ if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
+ continue;
-#define LOAD_NUMBERED_POSITION_ARRAY(_lookupNumber) \
- if ((sd->u.s.position2.lpData != NULL || sd->u.s.position2.VBO != 0)&& arrayUsageMap[WINED3DSHADERDECLUSAGE_POSITION2 + _lookupNumber]) { \
- unsigned int idx = arrayUsageMap[WINED3DSHADERDECLUSAGE_POSITION2 + _lookupNumber] & D3DSP_REGNUM_MASK; \
- TRACE_(d3d_shader)("Loading array %u with data from %s\n", idx, "position2"); \
- if(curVBO != sd->u.s.position2.VBO) { \
- GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position2.VBO)); \
- checkGLcall("glBindBufferARB"); \
- curVBO = sd->u.s.position2.VBO; \
- } \
- GL_EXTCALL(glVertexAttribPointerARB(idx, \
- WINED3D_ATR_SIZE(sd->u.s.position2.dwType), \
- WINED3D_ATR_GLTYPE(sd->u.s.position2.dwType), \
- WINED3D_ATR_NORMALIZED(sd->u.s.position2.dwType), \
- sd->u.s.position2.dwStride, \
- ((char *)sd->u.s.position2.lpData) + \
- WINED3D_ATR_SIZE(sd->u.s.position2.dwType) * \
- WINED3D_ATR_TYPESIZE(sd->u.s.position2.dwType) * _lookupNumber)); \
- GL_EXTCALL(glEnableVertexAttribArrayARB(idx)); \
- }
+ TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
-/* Generate some lookup tables */
- /* drop the RHW coord, there must be a nicer way of doing this. */
- sd->u.s.position.dwType = min(D3DDECLTYPE_FLOAT3, sd->u.s.position.dwType);
- sd->u.s.position2.dwType = min(D3DDECLTYPE_FLOAT3, sd->u.s.position2.dwType);
-
- LOAD_NUMBERED_ARRAY(blendWeights,BLENDWEIGHT);
- LOAD_NUMBERED_ARRAY(blendMatrixIndices,BLENDINDICES);
- LOAD_NUMBERED_ARRAY(position,POSITION);
- LOAD_NUMBERED_ARRAY(normal,NORMAL);
- LOAD_NUMBERED_ARRAY(pSize,PSIZE);
- LOAD_NUMBERED_ARRAY(diffuse,DIFFUSE);
- LOAD_NUMBERED_ARRAY(specular,SPECULAR);
- LOAD_NUMBERED_ARRAY(texCoords[0],TEXCOORD0);
- LOAD_NUMBERED_ARRAY(texCoords[1],TEXCOORD1);
- LOAD_NUMBERED_ARRAY(texCoords[2],TEXCOORD2);
- LOAD_NUMBERED_ARRAY(texCoords[3],TEXCOORD3);
- LOAD_NUMBERED_ARRAY(texCoords[4],TEXCOORD4);
- LOAD_NUMBERED_ARRAY(texCoords[5],TEXCOORD5);
- LOAD_NUMBERED_ARRAY(texCoords[6],TEXCOORD6);
- LOAD_NUMBERED_ARRAY(texCoords[7],TEXCOORD7);
-#if 0 /* TODO: Samplers may allow for more texture coords */
- LOAD_NUMBERED_ARRAY(texCoords[8],TEXCOORD8);
- LOAD_NUMBERED_ARRAY(texCoords[9],TEXCOORD9);
- LOAD_NUMBERED_ARRAY(texCoords[10],TEXCOORD10);
- LOAD_NUMBERED_ARRAY(texCoords[11],TEXCOORD11);
- LOAD_NUMBERED_ARRAY(texCoords[12],TEXCOORD12);
- LOAD_NUMBERED_ARRAY(texCoords[13],TEXCOORD13);
- LOAD_NUMBERED_ARRAY(texCoords[14],TEXCOORD14);
- LOAD_NUMBERED_ARRAY(texCoords[15],TEXCOORD15);
-#endif
- LOAD_NUMBERED_ARRAY(position,POSITIONT);
- /* d3d9 types */
- LOAD_NUMBERED_ARRAY(tangent,TANGENT);
- LOAD_NUMBERED_ARRAY(binormal,BINORMAL);
- LOAD_NUMBERED_ARRAY(tessFactor,TESSFACTOR);
- LOAD_NUMBERED_ARRAY(position2,POSITION2);
- /* there can be lots of position arrays */
- LOAD_NUMBERED_POSITION_ARRAY(0);
- LOAD_NUMBERED_POSITION_ARRAY(1);
- LOAD_NUMBERED_POSITION_ARRAY(2);
- LOAD_NUMBERED_POSITION_ARRAY(3);
- LOAD_NUMBERED_POSITION_ARRAY(4);
- LOAD_NUMBERED_POSITION_ARRAY(5);
- LOAD_NUMBERED_POSITION_ARRAY(6);
- LOAD_NUMBERED_POSITION_ARRAY(7);
- LOAD_NUMBERED_ARRAY(position2,POSITIONT2);
- LOAD_NUMBERED_ARRAY(normal2,NORMAL2);
- LOAD_NUMBERED_ARRAY(fog,FOG);
- LOAD_NUMBERED_ARRAY(depth,DEPTH);
- LOAD_NUMBERED_ARRAY(sample,SAMPLE);
-
-#undef LOAD_NUMBERED_ARRAY
+ if(curVBO != strided->u.input[i].VBO) {
+ GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
+ checkGLcall("glBindBufferARB");
+ curVBO = strided->u.input[i].VBO;
+ }
+ GL_EXTCALL(glVertexAttribPointerARB(i,
+ WINED3D_ATR_SIZE(strided->u.input[i].dwType),
+ WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
+ WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
+ strided->u.input[i].dwStride,
+ strided->u.input[i].lpData));
+ GL_EXTCALL(glEnableVertexAttribArrayARB(i));
+ }
}
static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd) {
@@ -1803,8 +1740,7 @@
/* Shader pipeline - load attribute arrays */
} else if(useVertexShaderFunction) {
- loadNumberedArrays(iface, dataLocations,
- ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->semantics_in);
+ loadNumberedArrays(iface, This->stateBlock->vertexShader, dataLocations);
useDrawStridedSlow = FALSE;
/* Draw vertex by vertex */
@@ -2147,11 +2083,21 @@
ENTER_GL();
if(DrawPrimStrideData) {
+
+ /* Note: this is a ddraw fixed-function code path */
+
TRACE("================ Strided Input ===================\n");
dataLocations = DrawPrimStrideData;
+ drawPrimitiveTraceDataLocations(dataLocations);
fixup = FALSE;
}
- else if (This->stateBlock->vertexDecl != NULL || (useVertexShaderFunction && NULL != ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration)) {
+
+ else if (This->stateBlock->vertexDecl != NULL || useVertexShaderFunction) {
+
+ /* Note: This is a fixed function or shader codepath.
+ * This means it must handle both types of strided data.
+ * Shaders must go through here to zero the strided data, even if they
+ * don't set any declaration at all */
TRACE("================ Vertex Declaration ===================\n");
dataLocations = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*dataLocations));
@@ -2159,9 +2105,19 @@
ERR("Out of memory!\n");
return;
}
- primitiveDeclarationConvertToStridedData(iface, useVertexShaderFunction, dataLocations, StartVertexIndex, &fixup);
+
+ if (This->stateBlock->vertexDecl != NULL ||
+ ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration != NULL)
+
+ primitiveDeclarationConvertToStridedData(iface, useVertexShaderFunction,
+ dataLocations, StartVertexIndex, &fixup);
} else {
+
+ /* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion)
+ * It is reachable through d3d8, but only for fixed-function.
+ * It will not work properly for shaders. */
+
TRACE("================ FVF ===================\n");
dataLocations = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*dataLocations));
if(!dataLocations) {
@@ -2169,11 +2125,9 @@
return;
}
primitiveConvertToStridedData(iface, dataLocations, StartVertexIndex, &fixup);
+ drawPrimitiveTraceDataLocations(dataLocations);
}
- /* write out some debug information*/
- drawPrimitiveTraceDataLocations(dataLocations);
-
/* Setup transform matrices and sort out */
primitiveInitState(iface, dataLocations, useVertexShaderFunction, &lighting_changed, &lighting_original);
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index e7ba349..215090c 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -501,20 +501,8 @@
strcpy(tmpStr, "gl_SecondaryColor");
}
} else {
- IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl*) arg->shader;
-
- if (This->semantics_in[WINED3DSHADERDECLUSAGE_DIFFUSE] &&
- reg == (This->semantics_in[WINED3DSHADERDECLUSAGE_DIFFUSE] & D3DSP_REGNUM_MASK))
- *is_color = TRUE;
-
- if (This->semantics_in[WINED3DSHADERDECLUSAGE_SPECULAR] &&
- reg == (This->semantics_in[WINED3DSHADERDECLUSAGE_SPECULAR] & D3DSP_REGNUM_MASK))
- *is_color = TRUE;
-
- /* FIXME: Shaders in 8.1 appear to not require a dcl statement - use
- * the reg value from the vertex declaration. However, semantics are not initialized
- * in that case - how can we know if an input contains color data or not? */
-
+ if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
+ *is_color = TRUE;
sprintf(tmpStr, "attrib%lu", reg);
}
break;
@@ -1390,53 +1378,50 @@
void pshader_glsl_input_pack(
SHADER_BUFFER* buffer,
- DWORD* semantics_in) {
+ semantic* semantics_in) {
unsigned int i;
- for (i = 0; i < WINED3DSHADERDECLUSAGE_MAX_USAGE; i++) {
+ for (i = 0; i < MAX_REG_INPUT; i++) {
- DWORD reg = semantics_in[i];
- unsigned int regnum = reg & D3DSP_REGNUM_MASK;
+ DWORD usage_token = semantics_in[i].usage;
+ DWORD register_token = semantics_in[i].reg;
+ DWORD usage, usage_idx;
char reg_mask[6];
/* Uninitialized */
- if (!reg) continue;
+ if (!usage_token) continue;
+ usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
+ usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
+ shader_glsl_get_output_register_swizzle(register_token, reg_mask);
- shader_glsl_get_output_register_swizzle(reg, reg_mask);
+ switch(usage) {
- switch(i) {
-
- case WINED3DSHADERDECLUSAGE_DIFFUSE:
- shader_addline(buffer, "IN%lu%s = vec4(gl_Color)%s;\n",
- regnum, reg_mask, reg_mask);
+ case D3DDECLUSAGE_COLOR:
+ if (usage_idx == 0)
+ shader_addline(buffer, "IN%lu%s = vec4(gl_Color)%s;\n",
+ i, reg_mask, reg_mask);
+ if (usage_idx == 1)
+ shader_addline(buffer, "IN%lu%s = vec4(gl_SecondaryColor)%s;\n",
+ i, reg_mask, reg_mask);
+ else
+ shader_addline(buffer, "IN%lu%s = vec4(unsupported_color_input)%s;\n",
+ i, reg_mask, reg_mask);
break;
- case WINED3DSHADERDECLUSAGE_SPECULAR:
- shader_addline(buffer, "IN%lu%s = vec4(gl_SecondaryColor)%s;\n",
- regnum, reg_mask, reg_mask);
- break;
-
- case WINED3DSHADERDECLUSAGE_TEXCOORD0:
- case WINED3DSHADERDECLUSAGE_TEXCOORD1:
- case WINED3DSHADERDECLUSAGE_TEXCOORD2:
- case WINED3DSHADERDECLUSAGE_TEXCOORD3:
- case WINED3DSHADERDECLUSAGE_TEXCOORD4:
- case WINED3DSHADERDECLUSAGE_TEXCOORD5:
- case WINED3DSHADERDECLUSAGE_TEXCOORD6:
- case WINED3DSHADERDECLUSAGE_TEXCOORD7:
+ case D3DDECLUSAGE_TEXCOORD:
shader_addline(buffer, "IN%lu%s = vec4(gl_TexCoord[%lu])%s;\n",
- regnum, reg_mask, i - WINED3DSHADERDECLUSAGE_TEXCOORD0, reg_mask );
+ i, reg_mask, usage_idx, reg_mask );
break;
- case WINED3DSHADERDECLUSAGE_FOG:
+ case D3DDECLUSAGE_FOG:
shader_addline(buffer, "IN%lu%s = vec4(gl_FogFragCoord)%s;\n",
- regnum, reg_mask, reg_mask);
+ i, reg_mask, reg_mask);
break;
default:
shader_addline(buffer, "IN%lu%s = vec4(unsupported_input)%s;\n",
- regnum, reg_mask, reg_mask);
+ i, reg_mask, reg_mask);
}
}
}
@@ -1447,57 +1432,54 @@
void vshader_glsl_output_unpack(
SHADER_BUFFER* buffer,
- DWORD* semantics_out) {
+ semantic* semantics_out) {
unsigned int i;
- for (i = 0; i < WINED3DSHADERDECLUSAGE_MAX_USAGE; i++) {
+ for (i = 0; i < MAX_REG_OUTPUT; i++) {
- DWORD reg = semantics_out[i];
- unsigned int regnum = reg & D3DSP_REGNUM_MASK;
+ DWORD usage_token = semantics_out[i].usage;
+ DWORD register_token = semantics_out[i].reg;
+ DWORD usage, usage_idx;
char reg_mask[6];
/* Uninitialized */
- if (!reg) continue;
+ if (!usage_token) continue;
- shader_glsl_get_output_register_swizzle(reg, reg_mask);
+ usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
+ usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
+ shader_glsl_get_output_register_swizzle(register_token, reg_mask);
- switch(i) {
+ switch(usage) {
- case WINED3DSHADERDECLUSAGE_DIFFUSE:
- shader_addline(buffer, "gl_FrontColor%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);
+ case D3DDECLUSAGE_COLOR:
+ if (usage_idx == 0)
+ shader_addline(buffer, "gl_FrontColor%s = OUT%lu%s;\n", reg_mask, i, reg_mask);
+ else if (usage_idx == 1)
+ shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT%lu%s;\n", reg_mask, i, reg_mask);
+ else
+ shader_addline(buffer, "unsupported_color_output%s = OUT%lu%s;\n", reg_mask, i, reg_mask);
break;
- case WINED3DSHADERDECLUSAGE_SPECULAR:
- shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);
+ case D3DDECLUSAGE_POSITION:
+ shader_addline(buffer, "gl_Position%s = OUT%lu%s;\n", reg_mask, i, reg_mask);
break;
-
- case WINED3DSHADERDECLUSAGE_POSITION:
- shader_addline(buffer, "gl_Position%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);
- break;
-
- case WINED3DSHADERDECLUSAGE_TEXCOORD0:
- case WINED3DSHADERDECLUSAGE_TEXCOORD1:
- case WINED3DSHADERDECLUSAGE_TEXCOORD2:
- case WINED3DSHADERDECLUSAGE_TEXCOORD3:
- case WINED3DSHADERDECLUSAGE_TEXCOORD4:
- case WINED3DSHADERDECLUSAGE_TEXCOORD5:
- case WINED3DSHADERDECLUSAGE_TEXCOORD6:
- case WINED3DSHADERDECLUSAGE_TEXCOORD7:
+
+ case D3DDECLUSAGE_TEXCOORD:
shader_addline(buffer, "gl_TexCoord[%lu]%s = OUT%lu%s;\n",
- i - WINED3DSHADERDECLUSAGE_TEXCOORD0, reg_mask, regnum, reg_mask);
+ usage_idx, reg_mask, i, reg_mask);
break;
case WINED3DSHADERDECLUSAGE_PSIZE:
- shader_addline(buffer, "gl_PointSize = OUT%lu.x;\n", regnum);
+ shader_addline(buffer, "gl_PointSize = OUT%lu.x;\n", i);
break;
case WINED3DSHADERDECLUSAGE_FOG:
- shader_addline(buffer, "gl_FogFragCoord%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);
+ shader_addline(buffer, "gl_FogFragCoord%s = OUT%lu%s;\n", reg_mask, i, reg_mask);
break;
default:
- shader_addline(buffer, "unsupported_output%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);
- }
- }
+ shader_addline(buffer, "unsupported_output%s = OUT%lu%s;\n", reg_mask, i, reg_mask);
+ }
+ }
}
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index df0fd99..7d452d2 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -609,6 +609,37 @@
}
}
+BOOL vshader_get_input(
+ IWineD3DVertexShader* iface,
+ BYTE usage_req, BYTE usage_idx_req,
+ unsigned int* regnum) {
+
+ IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
+ int i;
+
+ for (i = 0; i < MAX_ATTRIBS; i++) {
+ DWORD usage_token = This->semantics_in[i].usage;
+ DWORD usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
+ DWORD usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
+
+ if (usage_token && (usage == usage_req && usage_idx == usage_idx_req)) {
+ *regnum = i;
+ return TRUE;
+ }
+ }
+ return FALSE;
+}
+
+BOOL vshader_input_is_color(
+ IWineD3DVertexShader* iface,
+ unsigned int regnum) {
+
+ IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
+ DWORD usage_token = This->semantics_in[regnum].usage;
+ DWORD usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
+ return usage == D3DDECLUSAGE_COLOR;
+}
+
/** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
or GLSL and send it to the card */
static VOID IWineD3DVertexShaderImpl_GenerateShader(
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index b8a7c03..0f6d85e 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1283,6 +1283,11 @@
#define MAX_CONST_I 16
#define MAX_CONST_B 16
+typedef struct semantic {
+ DWORD usage;
+ DWORD reg;
+} semantic;
+
typedef struct shader_reg_maps {
char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
@@ -1367,6 +1372,16 @@
IWineD3DBaseShader *iface,
const DWORD code);
+/* Vertex shader utility functions */
+extern BOOL vshader_get_input(
+ IWineD3DVertexShader* iface,
+ BYTE usage_req, BYTE usage_idx_req,
+ unsigned int* regnum);
+
+extern BOOL vshader_input_is_color(
+ IWineD3DVertexShader* iface,
+ unsigned int regnum);
+
/* ARB_[vertex/fragment]_program helper functions */
extern void shader_arb_load_constants(
IWineD3DStateBlock* iface,
@@ -1437,12 +1452,12 @@
extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_input_pack(
SHADER_BUFFER* buffer,
- DWORD* semantics_out);
+ semantic* semantics_out);
/** GLSL Vertex Shader Prototypes */
extern void vshader_glsl_output_unpack(
SHADER_BUFFER* buffer,
- DWORD* semantics_out);
+ semantic* semantics_out);
/*****************************************************************************
* IDirect3DBaseShader implementation structure
@@ -1474,8 +1489,8 @@
extern void shader_get_registers_used(
IWineD3DBaseShader *iface,
shader_reg_maps* reg_maps,
- DWORD* semantics_in,
- DWORD* semantics_out,
+ semantic* semantics_in,
+ semantic* semantics_out,
CONST DWORD* pToken);
extern void shader_generate_glsl_declarations(
@@ -1558,8 +1573,8 @@
DWORD usage;
/* Vertex shader input and output semantics */
- DWORD semantics_in [WINED3DSHADERDECLUSAGE_MAX_USAGE];
- DWORD semantics_out [WINED3DSHADERDECLUSAGE_MAX_USAGE];
+ semantic semantics_in [MAX_ATTRIBS];
+ semantic semantics_out [MAX_REG_OUTPUT];
/* run time datas... */
VSHADERDATA *data;
@@ -1589,7 +1604,7 @@
IWineD3DDeviceImpl *wineD3DDevice;
/* Pixel shader input semantics */
- DWORD semantics_in [WINED3DSHADERDECLUSAGE_MAX_USAGE];
+ semantic semantics_in [MAX_REG_INPUT];
/* run time data */
PSHADERDATA *data;