wined3d: Emulate if(bool) in ARB shaders.
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index a48925f..922f62b 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -83,6 +83,12 @@
struct hash_table_t *fragment_shaders;
};
+struct if_frame {
+ struct list entry;
+ BOOL ifc;
+ BOOL muting;
+};
+
struct shader_arb_ctx_priv {
char addr_reg[20];
enum {
@@ -94,12 +100,19 @@
NV3
} target_version;
- const struct vs_compile_args *cur_vs_args;
- const struct ps_compile_args *cur_ps_args;
+ const struct arb_vs_compile_args *cur_vs_args;
+ const struct arb_ps_compile_args *cur_ps_args;
+ struct list if_frames;
+ BOOL muted;
+};
+
+struct arb_ps_compile_args {
+ struct ps_compile_args super;
+ DWORD bools; /* WORD is enough, use DWORD for alignment */
};
struct arb_ps_compiled_shader {
- struct ps_compile_args args;
+ struct arb_ps_compile_args args;
GLuint prgId;
};
@@ -108,9 +121,14 @@
UINT num_gl_shaders, shader_array_size;
};
+struct arb_vs_compile_args {
+ struct vs_compile_args super;
+ DWORD bools; /* WORD is enough, use DWORD for alignment */
+};
+
struct arb_vs_compiled_shader {
- struct vs_compile_args args;
- GLuint prgId;
+ struct arb_vs_compile_args args;
+ GLuint prgId;
};
struct arb_vshader_private {
@@ -566,7 +584,7 @@
}
else
{
- if (ctx->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
+ if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
sprintf(register_name, "vertex.attrib[%u]", reg->idx);
}
break;
@@ -629,7 +647,7 @@
case WINED3DSPR_COLOROUT:
if (reg->idx == 0)
{
- if(ctx->cur_ps_args->srgb_correction)
+ if(ctx->cur_ps_args->super.srgb_correction)
{
strcpy(register_name, "TMP_COLOR");
}
@@ -778,7 +796,7 @@
}
if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
{
- if(priv->cur_ps_args->np2_fixup & (1 << sampler_idx))
+ if(priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx))
{
FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
}
@@ -812,7 +830,7 @@
if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
{
gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
- "one", "coefmul.x", priv->cur_ps_args->color_fixup[sampler_idx]);
+ "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
}
}
@@ -1965,7 +1983,7 @@
/* GL locking is done by the caller */
static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
- SHADER_BUFFER *buffer, const struct ps_compile_args *args)
+ SHADER_BUFFER *buffer, const struct arb_ps_compile_args *args)
{
const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;
@@ -1979,6 +1997,8 @@
/* Create the hw ARB shader */
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_ps_args = args;
+ list_init(&priv_ctx.if_frames);
+
shader_addline(buffer, "!!ARBfp1.0\n");
if(GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
shader_addline(buffer, "OPTION NV_fragment_program;\n");
@@ -1989,7 +2009,7 @@
if (reg_maps->shader_version.major < 3)
{
- switch(args->fog) {
+ switch(args->super.fog) {
case FOG_OFF:
break;
case FOG_LINEAR:
@@ -2015,7 +2035,7 @@
{
fragcolor = "R0";
} else {
- if(args->srgb_correction) {
+ if(args->super.srgb_correction) {
shader_addline(buffer, "TEMP TMP_COLOR;\n");
fragcolor = "TMP_COLOR";
} else {
@@ -2023,7 +2043,7 @@
}
}
- if(args->srgb_correction) {
+ if(args->super.srgb_correction) {
shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
@@ -2036,7 +2056,7 @@
/* Base Shader Body */
shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
- if(args->srgb_correction) {
+ if(args->super.srgb_correction) {
arbfp_add_sRGB_correction(buffer, fragcolor, "TA", "TB", "TC");
shader_addline(buffer, "MOV result.color.a, %s;\n", fragcolor);
} else if(reg_maps->shader_version.major < 2) {
@@ -2078,7 +2098,7 @@
/* GL locking is done by the caller */
static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
- SHADER_BUFFER *buffer, const struct vs_compile_args *args)
+ SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args)
{
const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;
@@ -2091,6 +2111,8 @@
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_vs_args = args;
+ list_init(&priv_ctx.if_frames);
+
/* Create the hw ARB shader */
shader_addline(buffer, "!!ARBvp1.0\n");
@@ -2156,7 +2178,7 @@
* 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->fog_src == VS_FOG_Z) {
+ 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 */
@@ -2220,7 +2242,7 @@
}
/* GL locking is done by the caller */
-static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
+static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
{
UINT i;
DWORD new_size;
@@ -2277,13 +2299,14 @@
return ret;
}
-static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
+static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
const DWORD use_map) {
- if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
- return stored->fog_src == new->fog_src;
+ if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
+ if(stored->super.fog_src != new->super.fog_src) return FALSE;
+ return stored->bools == new->bools;
}
-static GLuint find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args)
+static GLuint find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
{
UINT i;
DWORD new_size;
@@ -2339,6 +2362,39 @@
return ret;
}
+static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
+ struct arb_ps_compile_args *args)
+{
+ int i;
+ find_ps_compile_args(shader, stateblock, &args->super);
+
+ /* This forces all local boolean constants to 1 to make them stateblock independent */
+ args->bools = shader->baseShader.reg_maps.local_bool_consts;
+
+ for(i = 0; i < MAX_CONST_B; i++)
+ {
+ if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
+ }
+
+}
+
+static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
+ struct arb_vs_compile_args *args)
+{
+ int i;
+ find_vs_compile_args(shader, stateblock, &args->super);
+
+ /* This forces all local boolean constants to 1 to make them stateblock independent */
+ args->bools = shader->baseShader.reg_maps.local_bool_consts;
+
+ /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
+ for(i = 0; i < MAX_CONST_B; i++)
+ {
+ if(stateblock->vertexShaderConstantB[i]) args->bools |= ( 1 << i);
+ }
+
+}
+
/* GL locking is done by the caller */
static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
@@ -2346,10 +2402,10 @@
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
if (useVS) {
- struct vs_compile_args compile_args;
+ struct arb_vs_compile_args compile_args;
TRACE("Using vertex shader\n");
- find_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
+ find_arb_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
priv->current_vprogram_id = find_arb_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
/* Bind the vertex program */
@@ -2367,9 +2423,9 @@
}
if (usePS) {
- struct ps_compile_args compile_args;
+ struct arb_ps_compile_args compile_args;
TRACE("Using pixel shader\n");
- find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
+ find_arb_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
priv->current_fprogram_id = find_arb_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
&compile_args);
@@ -2666,8 +2722,105 @@
/* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
};
+static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
+{
+ BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
+ WORD bools = 0;
+ WORD flag = (1 << idx);
+ const local_constant *constant;
+ struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+
+ if(This->baseShader.reg_maps.local_bool_consts & flag)
+ {
+ /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
+ LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
+ {
+ if (constant->idx == idx)
+ {
+ return constant->value[0];
+ }
+ }
+ ERR("Local constant not found\n");
+ return FALSE;
+ }
+ else
+ {
+ if(vshader) bools = priv->cur_vs_args->bools;
+ else bools = priv->cur_ps_args->bools;
+ return bools & flag;
+ }
+}
+
static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
SHADER_HANDLER hw_fct;
+ struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+ IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+ struct if_frame *if_frame;
+ SHADER_BUFFER *buffer = ins->ctx->buffer;
+
+ /* boolean if */
+ if(ins->handler_idx == WINED3DSIH_IF)
+ {
+ if_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*if_frame));
+ list_add_head(&priv->if_frames, &if_frame->entry);
+
+ if(!priv->muted && get_bool_const(ins, This, ins->src[0].reg.idx) == FALSE)
+ {
+ shader_addline(buffer, "#if(FALSE){\n");
+ priv->muted = TRUE;
+ if_frame->muting = TRUE;
+ }
+ else shader_addline(buffer, "#if(TRUE) {\n");
+
+ return; /* Instruction is handled */
+ }
+ else if(ins->handler_idx == WINED3DSIH_IFC)
+ {
+ /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
+ if_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*if_frame));
+ if_frame->ifc = TRUE;
+ list_add_head(&priv->if_frames, &if_frame->entry);
+ }
+ else if(ins->handler_idx == WINED3DSIH_ELSE)
+ {
+ struct list *e = list_head(&priv->if_frames);
+ if_frame = LIST_ENTRY(e, struct if_frame, entry);
+
+ if(if_frame->ifc == FALSE)
+ {
+ shader_addline(buffer, "#} else {\n");
+ if(!priv->muted && !if_frame->muting)
+ {
+ priv->muted = TRUE;
+ if_frame->muting = TRUE;
+ }
+ else if(if_frame->muting) priv->muted = FALSE;
+ return; /* Instruction is handled. */
+ }
+ /* In case of an ifc, generate a HW shader instruction */
+ }
+ else if(ins->handler_idx == WINED3DSIH_ENDIF)
+ {
+ struct list *e = list_head(&priv->if_frames);
+ if_frame = LIST_ENTRY(e, struct if_frame, entry);
+
+ if(!if_frame->ifc)
+ {
+ shader_addline(buffer, "#} endif\n");
+ if(if_frame->muting) priv->muted = FALSE;
+ list_remove(&if_frame->entry);
+ HeapFree(GetProcessHeap(), 0, if_frame);
+ return; /* Instruction is handled */
+ }
+ else
+ {
+ list_remove(&if_frame->entry);
+ HeapFree(GetProcessHeap(), 0, if_frame);
+ /* ifc - generate a hw endif */
+ }
+ }
+
+ if(priv->muted) return;
/* Select handler */
hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 431b9a2..2ace72a 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -546,6 +546,7 @@
++pToken;
list_add_head(&This->baseShader.constantsB, &lconst->entry);
+ reg_maps->local_bool_consts |= (1 << dst.reg.idx);
}
/* If there's a loop in the shader */
else if (ins.handler_idx == WINED3DSIH_LOOP
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 1b4906a..cac748c 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -628,6 +628,7 @@
WORD output_registers; /* MAX_REG_OUTPUT, 12 */
WORD integer_constants; /* MAX_CONST_I, 16 */
WORD boolean_constants; /* MAX_CONST_B, 16 */
+ WORD local_bool_consts; /* MAX_CONST_B, 16 */
WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];