From b548e387aef1dcf71e88f784082b326faf63cbc0 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Wed, 30 Dec 2009 19:33:41 +0100 Subject: [PATCH] wined3d: Move shader input/output signatures to IWineD3DBaseShaderClass. --- dlls/wined3d/arb_program_shader.c | 47 +++++++++++++++++++++------------------ dlls/wined3d/glsl_shader.c | 11 ++++----- dlls/wined3d/shader.c | 11 ++++----- dlls/wined3d/wined3d_private.h | 8 +++---- 4 files changed, 41 insertions(+), 36 deletions(-) diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index b1af53a093b..1fdae2a4105 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -3190,7 +3190,7 @@ static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]" }; unsigned int i; - const struct wined3d_shader_signature_element *sig = This->input_signature; + const struct wined3d_shader_signature_element *sig = This->baseShader.input_signature; const char *semantic_name; DWORD semantic_idx; @@ -3670,6 +3670,7 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]" }; IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device; + IWineD3DBaseShaderClass *baseshader = &shader->baseShader; const struct wined3d_shader_signature_element *sig; const char *semantic_name; DWORD semantic_idx, reg_idx; @@ -3697,40 +3698,42 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu priv_ctx->fog_output = "result.fogcoord"; /* Map declared regs to builtins. Use "TA" to /dev/null unread output */ - for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++) + for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i) { - semantic_name = shader->output_signature[i].semantic_name; + semantic_name = baseshader->output_signature[i].semantic_name; if(semantic_name == NULL) continue; if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION)) { TRACE("o%u is TMP_OUT\n", i); - if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT"; + if (baseshader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT"; else priv_ctx->vs_output[i] = "TA"; } else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE)) { TRACE("o%u is result.pointsize\n", i); - if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize"; + if (baseshader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize"; else priv_ctx->vs_output[i] = "TA"; } else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR)) { - TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx); - if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.color.primary"; - else if(shader->output_signature[i].semantic_idx == 1) priv_ctx->vs_output[i] = "result.color.secondary"; + TRACE("o%u is result.color.?, idx %u\n", i, baseshader->output_signature[i].semantic_idx); + if (baseshader->output_signature[i].semantic_idx == 0) + priv_ctx->vs_output[i] = "result.color.primary"; + else if (baseshader->output_signature[i].semantic_idx == 1) + priv_ctx->vs_output[i] = "result.color.secondary"; else priv_ctx->vs_output[i] = "TA"; } else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD)) { - TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]); - if(shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA"; - else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx]; + TRACE("o%u is %s\n", i, texcoords[baseshader->output_signature[i].semantic_idx]); + if (baseshader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA"; + else priv_ctx->vs_output[i] = texcoords[baseshader->output_signature[i].semantic_idx]; } else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG)) { TRACE("o%u is result.fogcoord\n", i); - if(shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA"; + if (baseshader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA"; else priv_ctx->vs_output[i] = "result.fogcoord"; } else @@ -3744,7 +3747,7 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu /* Instead of searching for the signature in the signature list, read the one from the current pixel shader. * Its maybe not the shader where the signature came from, but it is the same signature and faster to find */ - sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->input_signature; + sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.input_signature; TRACE("Pixel shader uses declared varyings\n"); /* Map builtin to declared. /dev/null the results by default to the TA temp reg */ @@ -3794,24 +3797,24 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu } /* Map declared to declared */ - for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++) + for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i) { /* Write unread output to TA to throw them away */ priv_ctx->vs_output[i] = "TA"; - semantic_name = shader->output_signature[i].semantic_name; + semantic_name = baseshader->output_signature[i].semantic_name; if(semantic_name == NULL) { continue; } - if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION) && - shader->output_signature[i].semantic_idx == 0) + if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION) + && baseshader->output_signature[i].semantic_idx == 0) { priv_ctx->vs_output[i] = "TMP_OUT"; continue; } - else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE) && - shader->output_signature[i].semantic_idx == 0) + else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE) + && baseshader->output_signature[i].semantic_idx == 0) { priv_ctx->vs_output[i] = "result.pointsize"; continue; @@ -3824,8 +3827,8 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu continue; } - if(strcmp(sig[j].semantic_name, semantic_name) == 0 && - sig[j].semantic_idx == shader->output_signature[i].semantic_idx) + if (strcmp(sig[j].semantic_name, semantic_name) == 0 + && sig[j].semantic_idx == baseshader->output_signature[i].semantic_idx) { priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx]; @@ -4017,7 +4020,7 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl * shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1; if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0; - else shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature); + else shader_data->input_signature_idx = find_input_signature(priv, shader->baseShader.input_signature); shader_data->has_signature_idx = TRUE; TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx); diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index fb9004e5023..90b5092d38f 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -3606,7 +3606,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer WORD map = vs->baseShader.reg_maps.output_registers; /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */ - output_signature = vs->output_signature; + output_signature = vs->baseShader.output_signature; shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT); for (i = 0; map; map >>= 1, ++i) @@ -3658,7 +3658,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer } else if(ps_major >= 3 && vs_major >= 3) { WORD map = vs->baseShader.reg_maps.output_registers; - output_signature = vs->output_signature; + output_signature = vs->baseShader.output_signature; /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */ shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info)); @@ -3683,7 +3683,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer } /* Then, fix the pixel shader input */ - handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->input_signature, + handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature, &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps); shader_addline(buffer, "}\n"); @@ -3694,7 +3694,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings */ - handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->input_signature, + handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature, &ps->baseShader.reg_maps, NULL, NULL); shader_addline(buffer, "}\n"); } else { @@ -3766,7 +3766,8 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context /* Pack 3.0 inputs */ if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader) { - shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer, This->input_signature, reg_maps, args->vp_mode); + shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer, + This->baseShader.input_signature, reg_maps, args->vp_mode); } /* Base Shader Body */ diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index 93e1a0e25cd..ae6a6e23ee3 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -318,7 +318,7 @@ static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader, shader->min_rel_offset = device->d3d_vshader_constantF; shader->max_rel_offset = 0; hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe, - reg_maps, shader->input_signature, shader->output_signature, + reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature, byte_code, device->d3d_vshader_constantF); if (FAILED(hr)) return hr; @@ -328,8 +328,9 @@ static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader, { if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue; - shader->attributes[i].usage = shader_usage_from_semantic_name(shader->input_signature[i].semantic_name); - shader->attributes[i].usage_idx = shader->input_signature[i].semantic_idx; + shader->attributes[i].usage = + shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name); + shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx; } if (output_signature) @@ -338,7 +339,7 @@ static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader, { struct wined3d_shader_signature_element *e = &output_signature->elements[i]; reg_maps->output_registers |= 1 << e->register_idx; - shader->output_signature[e->register_idx] = *e; + shader->baseShader.output_signature[e->register_idx] = *e; } } @@ -677,7 +678,7 @@ static HRESULT pixelshader_set_function(IWineD3DPixelShaderImpl *shader, /* Second pass: figure out which registers are used, what the semantics are, etc.. */ hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe, - reg_maps, shader->input_signature, NULL, + reg_maps, shader->baseShader.input_signature, NULL, byte_code, device->d3d_pshader_constantF); if (FAILED(hr)) return hr; diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 64e1f05ee96..b98ba10289d 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -2621,6 +2621,9 @@ typedef struct IWineD3DBaseShaderClass struct list constantsI; shader_reg_maps reg_maps; + struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)]; + struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT]; + /* Pointer to the parent device */ IWineD3DDevice *device; struct list shader_list_entry; @@ -2729,10 +2732,8 @@ typedef struct IWineD3DVertexShaderImpl { /* IWineD3DBaseShader */ IWineD3DBaseShaderClass baseShader; - /* Vertex shader input and output semantics */ + /* Vertex shader attributes. */ struct wined3d_shader_attribute attributes[MAX_ATTRIBS]; - struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)]; - struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT]; UINT min_rel_offset, max_rel_offset; UINT rel_offset; @@ -2773,7 +2774,6 @@ typedef struct IWineD3DPixelShaderImpl { IWineD3DBaseShaderClass baseShader; /* Pixel shader input semantics */ - struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT]; DWORD input_reg_map[MAX_REG_INPUT]; BOOL input_reg_used[MAX_REG_INPUT]; unsigned int declared_in_count; -- 2.11.4.GIT