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wined3d: Introduce a wined3d_vertex_pipe_ops structure.
This commit is contained in:
parent
76bbf106a2
commit
471991eb9a
@ -327,6 +327,7 @@ struct shader_arb_priv
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char *vshader_const_dirty, *pshader_const_dirty;
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const struct wined3d_context *last_context;
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const struct wined3d_vertex_pipe_ops *vertex_pipe;
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const struct fragment_pipeline *fragment_pipe;
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BOOL ffp_proj_control;
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};
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@ -4716,6 +4717,7 @@ static void shader_arb_select(const struct wined3d_context *context, enum wined3
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gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
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checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
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}
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priv->vertex_pipe->vp_enable(gl_info, vertex_mode == WINED3D_SHADER_MODE_FFP);
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}
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/* Context activation is done by the caller. */
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@ -4837,15 +4839,24 @@ static const struct wine_rb_functions sig_tree_functions =
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sig_tree_compare
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};
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static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe)
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static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
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const struct fragment_pipeline *fragment_pipe)
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{
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struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
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struct fragment_caps fragment_caps;
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void *fragment_priv;
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void *vertex_priv, *fragment_priv;
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if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
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{
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ERR("Failed to initialize vertex pipe.\n");
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HeapFree(GetProcessHeap(), 0, priv);
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return E_FAIL;
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}
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if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
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{
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ERR("Failed to initialize fragment pipe.\n");
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vertex_pipe->vp_free(device);
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HeapFree(GetProcessHeap(), 0, priv);
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return E_FAIL;
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}
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@ -4870,17 +4881,22 @@ static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct frag
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goto fail;
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}
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priv->vertex_pipe = vertex_pipe;
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priv->fragment_pipe = fragment_pipe;
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fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
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priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
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device->vertex_priv = vertex_priv;
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device->fragment_priv = fragment_priv;
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priv->fragment_pipe = fragment_pipe;
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device->shader_priv = priv;
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return WINED3D_OK;
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fail:
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HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
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HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
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fragment_pipe->free_private(device);
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vertex_pipe->vp_free(device);
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HeapFree(GetProcessHeap(), 0, priv);
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return E_OUTOFMEMORY;
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}
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@ -4923,6 +4939,7 @@ static void shader_arb_free(struct wined3d_device *device)
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HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
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HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
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priv->fragment_pipe->free_private(device);
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priv->vertex_pipe->vp_free(device);
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HeapFree(GetProcessHeap(), 0, device->shader_priv);
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}
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@ -1141,7 +1141,8 @@ HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
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}
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}
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if (FAILED(hr = device->shader_backend->shader_alloc_private(device, device->adapter->fragment_pipe)))
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if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
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device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
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{
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TRACE("Shader private data couldn't be allocated\n");
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goto err_out;
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@ -4839,7 +4840,8 @@ static HRESULT create_primary_opengl_context(struct wined3d_device *device, stru
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struct wined3d_surface *target;
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HRESULT hr;
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if (FAILED(hr = device->shader_backend->shader_alloc_private(device, device->adapter->fragment_pipe)))
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if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
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device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
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{
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ERR("Failed to allocate shader private data, hr %#x.\n", hr);
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return hr;
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@ -5405,6 +5407,7 @@ HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
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{
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struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
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const struct fragment_pipeline *fragment_pipeline;
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const struct wined3d_vertex_pipe_ops *vertex_pipeline;
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struct shader_caps shader_caps;
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struct fragment_caps ffp_caps;
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unsigned int i;
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@ -5434,13 +5437,15 @@ HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
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device->d3d_pshader_constantF = shader_caps.ps_uniform_count;
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device->vs_clipping = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING;
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vertex_pipeline = adapter->vertex_pipe;
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fragment_pipeline = adapter->fragment_pipe;
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fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
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device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
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if (fragment_pipeline->states
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if (vertex_pipeline->vp_states && fragment_pipeline->states
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&& FAILED(hr = compile_state_table(device->StateTable, device->multistate_funcs,
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&adapter->gl_info, ffp_vertexstate_template, fragment_pipeline, misc_state_template)))
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&adapter->gl_info, vertex_pipeline, fragment_pipeline, misc_state_template)))
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{
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ERR("Failed to compile state table, hr %#x.\n", hr);
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wined3d_decref(device->wined3d);
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@ -2839,6 +2839,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
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checkGLcall("extension detection");
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adapter->shader_backend = select_shader_backend(gl_info);
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adapter->vertex_pipe = &ffp_vertex_pipe;
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adapter->fragment_pipe = select_fragment_implementation(gl_info, adapter->shader_backend);
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adapter->blitter = select_blit_implementation(gl_info, adapter->shader_backend);
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@ -3968,6 +3969,7 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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const struct wined3d_gl_info *gl_info = &adapter->gl_info;
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struct shader_caps shader_caps;
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struct fragment_caps fragment_caps;
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struct wined3d_vertex_caps vertex_caps;
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DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
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TRACE("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
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@ -4052,16 +4054,6 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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WINED3DPRASTERCAPS_ZBIAS |
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WINED3DPRASTERCAPS_MIPMAPLODBIAS;
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}
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if (gl_info->supported[NV_FOG_DISTANCE])
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{
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caps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
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}
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/* FIXME Add:
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WINED3DPRASTERCAPS_COLORPERSPECTIVE
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WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
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WINED3DPRASTERCAPS_ANTIALIASEDGES
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WINED3DPRASTERCAPS_ZBUFFERLESSHSR
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WINED3DPRASTERCAPS_WBUFFER */
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caps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
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WINED3DPCMPCAPS_EQUAL |
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@ -4311,26 +4303,9 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
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}
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caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
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caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
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caps->MaxActiveLights = gl_info->limits.lights;
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caps->MaxVertexBlendMatrices = gl_info->limits.blends;
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caps->MaxVertexBlendMatrixIndex = 0;
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caps->MaxAnisotropy = gl_info->limits.anisotropy;
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caps->MaxPointSize = gl_info->limits.pointsize_max;
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/* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
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caps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
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WINED3DVTXPCAPS_MATERIALSOURCE7 |
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WINED3DVTXPCAPS_POSITIONALLIGHTS |
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WINED3DVTXPCAPS_LOCALVIEWER |
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WINED3DVTXPCAPS_VERTEXFOG |
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WINED3DVTXPCAPS_TEXGEN;
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caps->MaxPrimitiveCount = 0xfffff; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
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caps->MaxVertexIndex = 0xfffff;
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caps->MaxStreams = MAX_STREAMS;
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@ -4354,6 +4329,7 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
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adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
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adapter->vertex_pipe->vp_get_caps(&adapter->gl_info, &vertex_caps);
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/* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
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caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
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@ -4368,6 +4344,14 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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caps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
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caps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
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caps->MaxUserClipPlanes = vertex_caps.max_user_clip_planes;
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caps->MaxActiveLights = vertex_caps.max_active_lights;
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caps->MaxVertexBlendMatrices = vertex_caps.max_vertex_blend_matrices;
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caps->MaxVertexBlendMatrixIndex = vertex_caps.max_vertex_blend_matrix_index;
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caps->VertexProcessingCaps = vertex_caps.vertex_processing_caps;
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caps->FVFCaps = vertex_caps.fvf_caps;
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caps->RasterCaps |= vertex_caps.raster_caps;
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/* The following caps are shader specific, but they are things we cannot detect, or which
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* are the same among all shader models. So to avoid code duplication set the shader version
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* specific, but otherwise constant caps here
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@ -5029,6 +5013,7 @@ static void wined3d_adapter_init_nogl(struct wined3d_adapter *adapter, UINT ordi
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initPixelFormatsNoGL(&adapter->gl_info);
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adapter->vertex_pipe = &none_vertex_pipe;
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adapter->fragment_pipe = &none_fragment_pipe;
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adapter->shader_backend = &none_shader_backend;
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adapter->blitter = &cpu_blit;
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@ -97,6 +97,7 @@ struct shader_glsl_priv {
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GLhandleARB depth_blt_program_masked[tex_type_count];
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UINT next_constant_version;
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const struct wined3d_vertex_pipe_ops *vertex_pipe;
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const struct fragment_pipeline *fragment_pipe;
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struct wine_rb_tree ffp_fragment_shaders;
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BOOL ffp_proj_control;
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@ -5792,6 +5793,9 @@ static void shader_glsl_select(const struct wined3d_context *context, enum wined
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GLhandleARB program_id = 0;
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GLenum old_vertex_color_clamp, current_vertex_color_clamp;
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priv->vertex_pipe->vp_enable(gl_info, vertex_mode == WINED3D_SHADER_MODE_FFP);
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priv->fragment_pipe->enable_extension(gl_info, fragment_mode == WINED3D_SHADER_MODE_FFP);
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old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vs.vertex_color_clamp : GL_FIXED_ONLY_ARB;
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set_glsl_shader_program(context, device, vertex_mode, fragment_mode);
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current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vs.vertex_color_clamp : GL_FIXED_ONLY_ARB;
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@ -6023,18 +6027,27 @@ static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
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glsl_program_key_compare,
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};
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static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe)
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static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
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const struct fragment_pipeline *fragment_pipe)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
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SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
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gl_info->limits.glsl_ps_float_constants)) + 1;
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struct fragment_caps fragment_caps;
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void *fragment_priv;
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void *vertex_priv, *fragment_priv;
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if (!(vertex_priv = vertex_pipe->vp_alloc(&glsl_shader_backend, priv)))
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{
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ERR("Failed to initialize vertex pipe.\n");
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HeapFree(GetProcessHeap(), 0, priv);
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return E_FAIL;
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}
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if (!(fragment_priv = fragment_pipe->alloc_private(&glsl_shader_backend, priv)))
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{
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ERR("Failed to initialize fragment pipe.\n");
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vertex_pipe->vp_free(device);
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HeapFree(GetProcessHeap(), 0, priv);
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return E_FAIL;
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}
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@ -6071,12 +6084,15 @@ static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct fra
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}
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priv->next_constant_version = 1;
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priv->vertex_pipe = vertex_pipe;
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priv->fragment_pipe = fragment_pipe;
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fragment_pipe->get_caps(gl_info, &fragment_caps);
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priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
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device->fragment_priv = fragment_priv;
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priv->fragment_pipe = fragment_pipe;
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device->vertex_priv = vertex_priv;
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device->fragment_priv = fragment_priv;
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device->shader_priv = priv;
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return WINED3D_OK;
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fail:
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@ -6085,6 +6101,7 @@ fail:
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HeapFree(GetProcessHeap(), 0, priv->stack);
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shader_buffer_free(&priv->shader_buffer);
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fragment_pipe->free_private(device);
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vertex_pipe->vp_free(device);
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HeapFree(GetProcessHeap(), 0, priv);
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return E_OUTOFMEMORY;
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}
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@ -6114,6 +6131,7 @@ static void shader_glsl_free(struct wined3d_device *device)
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HeapFree(GetProcessHeap(), 0, priv->stack);
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shader_buffer_free(&priv->shader_buffer);
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priv->fragment_pipe->free_private(device);
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priv->vertex_pipe->vp_free(device);
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HeapFree(GetProcessHeap(), 0, device->shader_priv);
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device->shader_priv = NULL;
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@ -1498,6 +1498,7 @@ static void shader_cleanup(struct wined3d_shader *shader)
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struct shader_none_priv
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{
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const struct wined3d_vertex_pipe_ops *vertex_pipe;
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const struct fragment_pipeline *fragment_pipe;
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BOOL ffp_proj_control;
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};
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@ -1521,29 +1522,42 @@ static void shader_none_select(const struct wined3d_context *context, enum wined
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struct wined3d_device *device = context->swapchain->device;
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struct shader_none_priv *priv = device->shader_priv;
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priv->vertex_pipe->vp_enable(gl_info, vertex_mode == WINED3D_SHADER_MODE_FFP);
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priv->fragment_pipe->enable_extension(gl_info, fragment_mode == WINED3D_SHADER_MODE_FFP);
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}
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static HRESULT shader_none_alloc(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe)
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static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
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const struct fragment_pipeline *fragment_pipe)
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{
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struct fragment_caps fragment_caps;
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void *vertex_priv, *fragment_priv;
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struct shader_none_priv *priv;
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void *fragment_priv;
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if (!(priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv))))
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return E_OUTOFMEMORY;
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if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv)))
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if (!(vertex_priv = vertex_pipe->vp_alloc(&none_shader_backend, priv)))
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{
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ERR("Failed to initialize fragment pipe.\n");
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ERR("Failed to initialize vertex pipe.\n");
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HeapFree(GetProcessHeap(), 0, priv);
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return E_FAIL;
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}
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if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv)))
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{
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ERR("Failed to initialize fragment pipe.\n");
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vertex_pipe->vp_free(device);
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HeapFree(GetProcessHeap(), 0, priv);
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return E_FAIL;
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}
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priv->vertex_pipe = vertex_pipe;
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priv->fragment_pipe = fragment_pipe;
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fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
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priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
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device->vertex_priv = vertex_priv;
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device->fragment_priv = fragment_priv;
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priv->fragment_pipe = fragment_pipe;
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device->shader_priv = priv;
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return WINED3D_OK;
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@ -1554,6 +1568,7 @@ static void shader_none_free(struct wined3d_device *device)
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struct shader_none_priv *priv = device->shader_priv;
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priv->fragment_pipe->free_private(device);
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priv->vertex_pipe->vp_free(device);
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HeapFree(GetProcessHeap(), 0, priv);
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}
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@ -5141,7 +5141,8 @@ const struct StateEntryTemplate misc_state_template[] = {
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{0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
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};
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const struct StateEntryTemplate ffp_vertexstate_template[] = {
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const struct StateEntryTemplate vp_ffp_states[] =
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{
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{ STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
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{ STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
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{ STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
||||
@ -5643,6 +5644,41 @@ static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
|
||||
/* Context activation is done by the caller. */
|
||||
static void ffp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
|
||||
|
||||
static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
|
||||
{
|
||||
return shader_priv;
|
||||
}
|
||||
|
||||
static void ffp_free(struct wined3d_device *device) {}
|
||||
|
||||
static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
|
||||
{
|
||||
caps->max_active_lights = gl_info->limits.lights;
|
||||
caps->max_vertex_blend_matrices = gl_info->limits.blends;
|
||||
caps->max_vertex_blend_matrix_index = 0;
|
||||
/* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
|
||||
caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
|
||||
| WINED3DVTXPCAPS_MATERIALSOURCE7
|
||||
| WINED3DVTXPCAPS_POSITIONALLIGHTS
|
||||
| WINED3DVTXPCAPS_LOCALVIEWER
|
||||
| WINED3DVTXPCAPS_VERTEXFOG
|
||||
| WINED3DVTXPCAPS_TEXGEN;
|
||||
caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
|
||||
caps->max_user_clip_planes = gl_info->limits.clipplanes;
|
||||
caps->raster_caps = 0;
|
||||
if (gl_info->supported[NV_FOG_DISTANCE])
|
||||
caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
|
||||
}
|
||||
|
||||
const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
|
||||
{
|
||||
ffp_enable,
|
||||
vp_ffp_get_caps,
|
||||
ffp_alloc,
|
||||
ffp_free,
|
||||
vp_ffp_states,
|
||||
};
|
||||
|
||||
static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
|
||||
{
|
||||
caps->wined3d_caps = 0;
|
||||
@ -5684,12 +5720,6 @@ static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct
|
||||
caps->MaxSimultaneousTextures = gl_info->limits.textures;
|
||||
}
|
||||
|
||||
static void *ffp_fragment_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
|
||||
{
|
||||
return shader_priv;
|
||||
}
|
||||
|
||||
static void ffp_fragment_free(struct wined3d_device *device) {}
|
||||
static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
|
||||
{
|
||||
if (TRACE_ON(d3d))
|
||||
@ -5712,26 +5742,40 @@ static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
|
||||
const struct fragment_pipeline ffp_fragment_pipeline = {
|
||||
ffp_enable,
|
||||
ffp_fragment_get_caps,
|
||||
ffp_fragment_alloc,
|
||||
ffp_fragment_free,
|
||||
ffp_alloc,
|
||||
ffp_free,
|
||||
ffp_color_fixup_supported,
|
||||
ffp_fragmentstate_template,
|
||||
};
|
||||
|
||||
static void fp_none_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
|
||||
static void none_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
|
||||
|
||||
static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
|
||||
{
|
||||
return shader_priv;
|
||||
}
|
||||
|
||||
static void none_free(struct wined3d_device *device) {}
|
||||
|
||||
static void vp_none_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
|
||||
{
|
||||
memset(caps, 0, sizeof(*caps));
|
||||
}
|
||||
|
||||
const struct wined3d_vertex_pipe_ops none_vertex_pipe =
|
||||
{
|
||||
none_enable,
|
||||
vp_none_get_caps,
|
||||
none_alloc,
|
||||
none_free,
|
||||
NULL,
|
||||
};
|
||||
|
||||
static void fp_none_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
|
||||
{
|
||||
memset(caps, 0, sizeof(*caps));
|
||||
}
|
||||
|
||||
static void *fp_none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
|
||||
{
|
||||
return shader_priv;
|
||||
}
|
||||
|
||||
static void fp_none_free(struct wined3d_device *device) {}
|
||||
|
||||
static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
|
||||
{
|
||||
return is_identity_fixup(fixup);
|
||||
@ -5739,10 +5783,10 @@ static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
|
||||
|
||||
const struct fragment_pipeline none_fragment_pipe =
|
||||
{
|
||||
fp_none_enable,
|
||||
none_enable,
|
||||
fp_none_get_caps,
|
||||
fp_none_alloc,
|
||||
fp_none_free,
|
||||
none_alloc,
|
||||
none_free,
|
||||
fp_none_color_fixup_supported,
|
||||
NULL,
|
||||
};
|
||||
@ -5884,7 +5928,7 @@ static void validate_state_table(struct StateEntry *state_table)
|
||||
}
|
||||
|
||||
HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
|
||||
const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
|
||||
const struct wined3d_gl_info *gl_info, const struct wined3d_vertex_pipe_ops *vertex,
|
||||
const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
|
||||
{
|
||||
unsigned int i, type, handlers;
|
||||
@ -5904,7 +5948,7 @@ HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_
|
||||
switch(type) {
|
||||
case 0: cur = misc; break;
|
||||
case 1: cur = fragment->states; break;
|
||||
case 2: cur = vertex; break;
|
||||
case 2: cur = vertex->vp_states; break;
|
||||
default: cur = NULL; /* Stupid compiler */
|
||||
}
|
||||
if(!cur) continue;
|
||||
|
@ -794,6 +794,7 @@ enum wined3d_shader_mode
|
||||
struct wined3d_context;
|
||||
struct wined3d_state;
|
||||
struct fragment_pipeline;
|
||||
struct wined3d_vertex_pipe_ops;
|
||||
|
||||
struct wined3d_shader_backend_ops
|
||||
{
|
||||
@ -809,7 +810,8 @@ struct wined3d_shader_backend_ops
|
||||
void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
|
||||
const struct wined3d_state *state);
|
||||
void (*shader_destroy)(struct wined3d_shader *shader);
|
||||
HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe);
|
||||
HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
|
||||
const struct fragment_pipeline *fragment_pipe);
|
||||
void (*shader_free_private)(struct wined3d_device *device);
|
||||
void (*shader_context_destroyed)(void *shader_priv, const struct wined3d_context *context);
|
||||
void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
|
||||
@ -1184,8 +1186,27 @@ struct fragment_pipeline
|
||||
const struct StateEntryTemplate *states;
|
||||
};
|
||||
|
||||
struct wined3d_vertex_caps
|
||||
{
|
||||
DWORD max_active_lights;
|
||||
DWORD max_vertex_blend_matrices;
|
||||
DWORD max_vertex_blend_matrix_index;
|
||||
DWORD vertex_processing_caps;
|
||||
DWORD fvf_caps;
|
||||
DWORD max_user_clip_planes;
|
||||
DWORD raster_caps;
|
||||
};
|
||||
|
||||
struct wined3d_vertex_pipe_ops
|
||||
{
|
||||
void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
|
||||
void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
|
||||
void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
|
||||
void (*vp_free)(struct wined3d_device *device);
|
||||
const struct StateEntryTemplate *vp_states;
|
||||
};
|
||||
|
||||
extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
|
||||
extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
|
||||
extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
|
||||
extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
|
||||
extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
|
||||
@ -1194,9 +1215,12 @@ extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
|
||||
extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
|
||||
extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
|
||||
|
||||
extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
|
||||
extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
|
||||
|
||||
/* "Base" state table */
|
||||
HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
|
||||
const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
|
||||
const struct wined3d_gl_info *gl_info, const struct wined3d_vertex_pipe_ops *vertex,
|
||||
const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
|
||||
|
||||
enum wined3d_blit_op
|
||||
@ -1578,6 +1602,7 @@ struct wined3d_adapter
|
||||
unsigned int UsedTextureRam;
|
||||
LUID luid;
|
||||
|
||||
const struct wined3d_vertex_pipe_ops *vertex_pipe;
|
||||
const struct fragment_pipeline *fragment_pipe;
|
||||
const struct wined3d_shader_backend_ops *shader_backend;
|
||||
const struct blit_shader *blitter;
|
||||
@ -1689,6 +1714,7 @@ struct wined3d_device
|
||||
const struct wined3d_shader_backend_ops *shader_backend;
|
||||
void *shader_priv;
|
||||
void *fragment_priv;
|
||||
void *vertex_priv;
|
||||
void *blit_priv;
|
||||
struct StateEntry StateTable[STATE_HIGHEST + 1];
|
||||
/* Array of functions for states which are handled by more than one pipeline part */
|
||||
|
Loading…
Reference in New Issue
Block a user