On 26/05/06, Jason Green <[EMAIL PROTECTED]> wrote:
/* baseshader.c */
+ /* Declare address variables */
+ for (i = 0; i < This->baseShader.limits.address; i++) {
+ if (reg_maps->address & (1 << i))
+ shader_addline(buffer, "ivec4 A%ld;\n", i);
+ }
+
+ /* Declare temporary variables */
+ for(i = 0; i < This->baseShader.limits.temporary; i++) {
+ if (reg_maps->temporary & (1 << i))
+ shader_addline(buffer, "vec4 R%lu;\n", i);
+ }
Not so much about this patch, but should probably be mentioned
nevertheless: The register maps are a 32-bit int, but depending on
which shader model version you're targetting, the value for the limits
can be much higher than that. I think using a byte array would be
better.
/* vertexshader.c / pixelshader.c */
+ /* Declare all named attributes (TODO: Add this to the
reg_maps and only declare those that are needed)*/
+ for (i = 0; i < 16; ++i)
+ shader_addline(&buffer, "attribute vec4 attrib%i;\n", i);
Is there a reason this can't be done from inside generate_base_shader()?
+ GL_EXTCALL(glGetObjectParameterivARB(shader_obj,
+ GL_OBJECT_COMPILE_STATUS_ARB, &success_flag));
+ if (success_flag == FALSE) /* Print any compile errors in
our shader */
+ print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
I don't think this shouldn't be needed. Afaik calling
print_glsl_info_log() should do nothing if linking is succesfull.
/* */
+ /* If we're using GLSL, we need to possibly create a Shader
Program at this point,
+ * unless one is already set, then we need to attach the vertex
shader object to it */
+ if (NULL != pShader && wined3d_settings.shader_mode == SHADER_GLSL
+ && oldShader != pShader) {
We should take into account the case where a shader is currently set,
and SetVertexShader is called with NULL. The shader should be detached
in that case.
The structure of the code should probably look something like this:
if (old_shader == new_shader) return;
program_id = get_program();
if (old_shader) detach(old_shader_id);
if (new_shader) attach(new_shader_id);
link(program_id);
+ GLhandleARB programId = This->updateStateBlock->shaderPrgId;
+ GLhandleARB shaderObj =
((IWineD3DVertexShaderImpl*)pShader)->baseShader.prgId;
+ int success_flag = 0;
+
+ if (programId == 0) {
+ /* No shader program is set, create a new program */
+ programId = GL_EXTCALL(glCreateProgramObjectARB());
+ TRACE_(d3d_shader)("Creating new shader program %u\n", programId);
+
+ /* Store this programId on the stateblock */
+ This->updateStateBlock->shaderPrgId = programId;
Getting/Creating the program id could probably be a function of it's
own. You need it in when setting the pixel / vertex shader, in both
the device and the stateblock's Capture / Apply methods.
+ GL_EXTCALL(glGetObjectParameterivARB(programId,
+ GL_OBJECT_LINK_STATUS_ARB, &success_flag));
+ if (!success_flag) {
+ /* Print any linking errors in our shader */
+ print_glsl_info_log(&GLINFO_LOCATION, programId);
See above.
+ /* Bind vertex attributes to a corresponding index number */
+ int i;
+ char tmp_name[10];
+ for (i = 0; i < 16; ++i) {
+ sprintf(tmp_name, "attrib%i", i);
+ glBindAttribLocationARB(programId, i, tmp_name);
+ }
Similar to the comment for vertexshader.c / pixelshader.c, can't this
be in the same place we set all the other program attributes?
/* stateblock.c */
When we Capture / Apply the stateblock, we can't just copy the shader
id's over. We need to do the whole detach/attach/link thing again,
creating a new program object if needed. Somewhat related to that, I
think most of the Set functions on the device should just call a
function in the stateblock, rather than duplicating things between the
device and the stateblock.