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wined3d: Pack hardcoded local constants in ARB.
This makes the location of used program.local parameters more predictable and eases sharing this space with other private constants.
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9381a41681
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@ -270,9 +270,29 @@ static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT
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This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
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}
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static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
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{
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DWORD *ret;
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DWORD idx = 0;
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const local_constant *lconst;
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if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
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ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.temporary);
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if(!ret) {
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ERR("Out of memory\n");
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return NULL;
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}
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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ret[lconst->idx] = idx++;
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}
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return ret;
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}
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/* Generate the variable & register declarations for the ARB_vertex_program output target */
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static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
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SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info)
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SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map)
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{
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
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@ -353,10 +373,10 @@ static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const sh
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/* Load local constants using the program-local space,
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* this avoids reloading them each time the shader is used
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*/
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if(!This->baseShader.load_local_constsF) {
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if(lconst_map) {
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
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lconst->idx);
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lconst_map[lconst->idx]);
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}
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}
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@ -366,7 +386,7 @@ static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const sh
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* local constants do not declare the loaded constants as an array because ARB compilers usually
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* do not optimize unused constants away
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*/
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if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
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if(!lconst_map || list_empty(&This->baseShader.constantsF)) {
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/* Need to PARAM the environment parameters (constants) so we can use relative addressing */
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shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
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max_constantsF, max_constantsF - 1);
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@ -1980,6 +2000,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface,
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const local_constant *lconst;
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GLuint retval;
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const char *fragcolor;
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DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
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/* Create the hw ARB shader */
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shader_addline(buffer, "!!ARBfp1.0\n");
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@ -2017,7 +2038,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface,
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}
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/* Base Declarations */
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shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
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shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
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/* Base Shader Body */
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shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
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@ -2048,12 +2069,13 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface,
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}
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/* Load immediate constants */
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if(!This->baseShader.load_local_constsF) {
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if(lconst_map) {
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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const float *value = (const float *)lconst->value;
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst->idx, value));
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
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checkGLcall("glProgramLocalParameter4fvARB");
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}
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HeapFree(GetProcessHeap(), 0, lconst_map);
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}
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return retval;
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@ -2069,6 +2091,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
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const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
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const local_constant *lconst;
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GLuint ret;
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DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
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/* Create the hw ARB shader */
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shader_addline(buffer, "!!ARBvp1.0\n");
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@ -2082,7 +2105,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
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shader_addline(buffer, "TEMP TMP;\n");
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/* Base Declarations */
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shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
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shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
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/* We need a constant to fixup the final position */
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shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
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@ -2165,13 +2188,15 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
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ret = -1;
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} else {
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/* Load immediate constants */
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if(!This->baseShader.load_local_constsF) {
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if(lconst_map) {
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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const float *value = (const float *)lconst->value;
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst->idx, value));
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
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}
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}
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}
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HeapFree(GetProcessHeap(), 0, lconst_map);
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return ret;
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}
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