1 | /*
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2 | * GLSL pixel and vertex shader implementation
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3 | *
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4 | * Copyright 2006 Jason Green
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5 | * Copyright 2006-2007 Henri Verbeet
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6 | * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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7 | *
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8 | * This library is free software; you can redistribute it and/or
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9 | * modify it under the terms of the GNU Lesser General Public
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10 | * License as published by the Free Software Foundation; either
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11 | * version 2.1 of the License, or (at your option) any later version.
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12 | *
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13 | * This library is distributed in the hope that it will be useful,
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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16 | * Lesser General Public License for more details.
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17 | *
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18 | * You should have received a copy of the GNU Lesser General Public
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19 | * License along with this library; if not, write to the Free Software
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20 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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21 | */
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22 |
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23 | /*
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24 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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25 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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26 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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27 | * a choice of LGPL license versions is made available with the language indicating
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28 | * that LGPLv2 or any later version may be used, or where a choice of which version
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29 | * of the LGPL is applied is otherwise unspecified.
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30 | */
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31 |
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32 | /*
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33 | * D3D shader asm has swizzles on source parameters, and write masks for
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34 | * destination parameters. GLSL uses swizzles for both. The result of this is
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35 | * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
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36 | * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
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37 | * mask for the destination parameter into account.
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38 | */
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39 |
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40 | #include "config.h"
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41 | #include <stdio.h>
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42 | #include "wined3d_private.h"
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43 |
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44 | WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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45 | WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
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46 | WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
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47 | WINE_DECLARE_DEBUG_CHANNEL(d3d);
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48 |
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49 | #define GLINFO_LOCATION (*gl_info)
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50 |
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51 | typedef struct {
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52 | char reg_name[150];
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53 | char mask_str[6];
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54 | } glsl_dst_param_t;
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55 |
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56 | typedef struct {
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57 | char reg_name[150];
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58 | char param_str[100];
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59 | } glsl_src_param_t;
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60 |
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61 | typedef struct {
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62 | const char *name;
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63 | DWORD coord_mask;
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64 | } glsl_sample_function_t;
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65 |
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66 | /* GLSL shader private data */
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67 | struct shader_glsl_priv {
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68 | struct hash_table_t *glsl_program_lookup;
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69 | const struct glsl_shader_prog_link *glsl_program;
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70 | GLhandleARB depth_blt_program[tex_type_count];
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71 | };
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72 |
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73 | /* Struct to maintain data about a linked GLSL program */
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74 | struct glsl_shader_prog_link {
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75 | struct list vshader_entry;
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76 | struct list pshader_entry;
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77 | GLhandleARB programId;
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78 | GLhandleARB *vuniformF_locations;
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79 | GLhandleARB *puniformF_locations;
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80 | GLhandleARB vuniformI_locations[MAX_CONST_I];
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81 | GLhandleARB puniformI_locations[MAX_CONST_I];
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82 | GLhandleARB posFixup_location;
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83 | GLhandleARB bumpenvmat_location[MAX_TEXTURES];
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84 | GLhandleARB luminancescale_location[MAX_TEXTURES];
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85 | GLhandleARB luminanceoffset_location[MAX_TEXTURES];
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86 | GLhandleARB ycorrection_location;
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87 | GLenum vertex_color_clamp;
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88 | GLhandleARB vshader;
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89 | IWineD3DPixelShader *pshader;
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90 | struct ps_compile_args ps_args;
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91 | };
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92 |
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93 | typedef struct {
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94 | GLhandleARB vshader;
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95 | IWineD3DPixelShader *pshader;
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96 | struct ps_compile_args ps_args;
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97 | } glsl_program_key_t;
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98 |
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99 |
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100 | /** Prints the GLSL info log which will contain error messages if they exist */
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101 | static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
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102 | {
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103 | int infologLength = 0;
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104 | char *infoLog;
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105 | unsigned int i;
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106 | BOOL is_spam;
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107 |
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108 | const char *spam[] = {
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109 | "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
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110 | "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
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111 | "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
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112 | "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
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113 | "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
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114 | "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
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115 | "Fragment shader was successfully compiled to run on hardware.\nWARNING: 0:1: extension 'GL_ARB_draw_buffers' is not supported",
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116 | "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
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117 | "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
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118 | "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
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119 | };
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120 |
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121 | GL_EXTCALL(glGetObjectParameterivARB(obj,
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122 | GL_OBJECT_INFO_LOG_LENGTH_ARB,
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123 | &infologLength));
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124 |
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125 | /* A size of 1 is just a null-terminated string, so the log should be bigger than
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126 | * that if there are errors. */
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127 | if (infologLength > 1)
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128 | {
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129 | /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
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130 | * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
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131 | */
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132 | infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
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133 | GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
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134 | is_spam = FALSE;
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135 |
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136 | for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
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137 | if(strcmp(infoLog, spam[i]) == 0) {
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138 | is_spam = TRUE;
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139 | break;
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140 | }
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141 | }
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142 | if(is_spam) {
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143 | TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
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144 | } else {
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145 | FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
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146 | }
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147 | HeapFree(GetProcessHeap(), 0, infoLog);
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148 | }
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149 | }
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150 |
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151 | /**
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152 | * Loads (pixel shader) samplers
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153 | */
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154 | static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
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155 | {
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156 | IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
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157 | GLhandleARB name_loc;
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158 | int i;
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159 | char sampler_name[20];
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160 |
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161 | for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
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162 | _snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
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163 | name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
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164 | if (name_loc != -1) {
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165 | int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
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166 | if (mapped_unit != -1 && mapped_unit < GL_LIMITS(fragment_samplers)) {
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167 | TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
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168 | GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
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169 | checkGLcall("glUniform1iARB");
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170 | } else {
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171 | ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
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172 | }
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173 | }
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174 | }
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175 | }
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176 |
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177 | static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
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178 | {
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179 | IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
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180 | GLhandleARB name_loc;
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181 | char sampler_name[20];
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182 | int i;
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183 |
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184 | for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
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185 | _snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
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186 | name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
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187 | if (name_loc != -1) {
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188 | int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
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189 | if (mapped_unit != -1 && mapped_unit < GL_LIMITS(combined_samplers)) {
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190 | TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
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191 | GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
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192 | checkGLcall("glUniform1iARB");
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193 | } else {
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194 | ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
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195 | }
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196 | }
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197 | }
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198 | }
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199 |
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200 | /**
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201 | * Loads floating point constants (aka uniforms) into the currently set GLSL program.
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202 | * When constant_list == NULL, it will load all the constants.
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203 | */
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204 | static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
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205 | unsigned int max_constants, const float *constants, const GLhandleARB *constant_locations,
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206 | const struct list *constant_list)
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207 | {
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208 | const constants_entry *constant;
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209 | const local_constant *lconst;
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210 | GLhandleARB tmp_loc;
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211 | DWORD i, j, k;
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212 | const DWORD *idx;
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213 |
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214 | if (TRACE_ON(d3d_shader)) {
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215 | LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
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216 | idx = constant->idx;
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217 | j = constant->count;
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218 | while (j--) {
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219 | i = *idx++;
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220 | tmp_loc = constant_locations[i];
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221 | if (tmp_loc != -1) {
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222 | TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
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223 | constants[i * 4 + 0], constants[i * 4 + 1],
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224 | constants[i * 4 + 2], constants[i * 4 + 3]);
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225 | }
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226 | }
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227 | }
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228 | }
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229 |
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230 | /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
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231 | if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
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232 | shader_is_pshader_version(This->baseShader.hex_version)) {
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233 | float lcl_const[4];
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234 |
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235 | LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
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236 | idx = constant->idx;
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237 | j = constant->count;
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238 | while (j--) {
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239 | i = *idx++;
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240 | tmp_loc = constant_locations[i];
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241 | if (tmp_loc != -1) {
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242 | /* We found this uniform name in the program - go ahead and send the data */
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243 | k = i * 4;
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244 | if(constants[k + 0] < -1.0) lcl_const[0] = -1.0;
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245 | else if(constants[k + 0] > 1.0) lcl_const[0] = 1.0;
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246 | else lcl_const[0] = constants[k + 0];
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247 | if(constants[k + 1] < -1.0) lcl_const[1] = -1.0;
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248 | else if(constants[k + 1] > 1.0) lcl_const[1] = 1.0;
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249 | else lcl_const[1] = constants[k + 1];
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250 | if(constants[k + 2] < -1.0) lcl_const[2] = -1.0;
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251 | else if(constants[k + 2] > 1.0) lcl_const[2] = 1.0;
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252 | else lcl_const[2] = constants[k + 2];
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253 | if(constants[k + 3] < -1.0) lcl_const[3] = -1.0;
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254 | else if(constants[k + 3] > 1.0) lcl_const[3] = 1.0;
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255 | else lcl_const[3] = constants[k + 3];
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256 |
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257 | GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, lcl_const));
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258 | }
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259 | }
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260 | }
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261 | } else {
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262 | LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
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263 | idx = constant->idx;
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264 | j = constant->count;
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265 | while (j--) {
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266 | i = *idx++;
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267 | tmp_loc = constant_locations[i];
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268 | if (tmp_loc != -1) {
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269 | /* We found this uniform name in the program - go ahead and send the data */
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270 | GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
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271 | }
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272 | }
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273 | }
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274 | }
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275 | checkGLcall("glUniform4fvARB()");
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276 |
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277 | if(!This->baseShader.load_local_constsF) {
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278 | TRACE("No need to load local float constants for this shader\n");
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279 | return;
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280 | }
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281 |
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282 | /* Load immediate constants */
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283 | if (TRACE_ON(d3d_shader)) {
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284 | LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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285 | tmp_loc = constant_locations[lconst->idx];
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286 | if (tmp_loc != -1) {
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287 | const GLfloat *values = (const GLfloat *)lconst->value;
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288 | TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
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289 | values[0], values[1], values[2], values[3]);
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290 | }
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291 | }
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292 | }
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293 | /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
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294 | LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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295 | tmp_loc = constant_locations[lconst->idx];
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296 | if (tmp_loc != -1) {
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297 | /* We found this uniform name in the program - go ahead and send the data */
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298 | GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (const GLfloat *)lconst->value));
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299 | }
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300 | }
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301 | checkGLcall("glUniform4fvARB()");
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302 | }
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303 |
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304 | /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
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305 | static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
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306 | const GLhandleARB locations[MAX_CONST_I], const int *constants, WORD constants_set)
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307 | {
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308 | unsigned int i;
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309 | struct list* ptr;
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310 |
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311 | for (i = 0; constants_set; constants_set >>= 1, ++i)
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312 | {
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313 | if (!(constants_set & 1)) continue;
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314 |
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315 | TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
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316 | i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
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317 |
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318 | /* We found this uniform name in the program - go ahead and send the data */
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319 | GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
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320 | checkGLcall("glUniform4ivARB");
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321 | }
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322 |
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323 | /* Load immediate constants */
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324 | ptr = list_head(&This->baseShader.constantsI);
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325 | while (ptr) {
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326 | const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
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327 | unsigned int idx = lconst->idx;
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328 | const GLint *values = (const GLint *)lconst->value;
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329 |
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330 | TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
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331 | values[0], values[1], values[2], values[3]);
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332 |
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333 | /* We found this uniform name in the program - go ahead and send the data */
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334 | GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
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335 | checkGLcall("glUniform4ivARB");
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336 | ptr = list_next(&This->baseShader.constantsI, ptr);
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337 | }
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338 | }
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339 |
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340 | /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
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341 | static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
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342 | GLhandleARB programId, const BOOL *constants, WORD constants_set)
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343 | {
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344 | GLhandleARB tmp_loc;
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345 | unsigned int i;
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346 | char tmp_name[8];
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347 | char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
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348 | const char* prefix = is_pshader? "PB":"VB";
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349 | struct list* ptr;
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350 |
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351 | /* TODO: Benchmark and see if it would be beneficial to store the
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352 | * locations of the constants to avoid looking up each time */
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353 | for (i = 0; constants_set; constants_set >>= 1, ++i)
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354 | {
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355 | if (!(constants_set & 1)) continue;
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356 |
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357 | TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
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358 |
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359 | /* TODO: Benchmark and see if it would be beneficial to store the
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360 | * locations of the constants to avoid looking up each time */
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361 | _snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
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362 | tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
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363 | if (tmp_loc != -1)
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364 | {
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365 | /* We found this uniform name in the program - go ahead and send the data */
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366 | GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
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367 | checkGLcall("glUniform1ivARB");
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368 | }
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369 | }
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370 |
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371 | /* Load immediate constants */
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372 | ptr = list_head(&This->baseShader.constantsB);
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373 | while (ptr) {
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374 | const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
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375 | unsigned int idx = lconst->idx;
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376 | const GLint *values = (const GLint *)lconst->value;
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377 |
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378 | TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
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379 |
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380 | _snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
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381 | tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
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382 | if (tmp_loc != -1) {
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383 | /* We found this uniform name in the program - go ahead and send the data */
|
---|
384 | GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
|
---|
385 | checkGLcall("glUniform1ivARB");
|
---|
386 | }
|
---|
387 | ptr = list_next(&This->baseShader.constantsB, ptr);
|
---|
388 | }
|
---|
389 | }
|
---|
390 |
|
---|
391 |
|
---|
392 |
|
---|
393 | /**
|
---|
394 | * Loads the app-supplied constants into the currently set GLSL program.
|
---|
395 | */
|
---|
396 | static void shader_glsl_load_constants(
|
---|
397 | IWineD3DDevice* device,
|
---|
398 | char usePixelShader,
|
---|
399 | char useVertexShader) {
|
---|
400 |
|
---|
401 | IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
|
---|
402 | const struct shader_glsl_priv *priv = (struct shader_glsl_priv *)deviceImpl->shader_priv;
|
---|
403 | IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
|
---|
404 | const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
|
---|
405 |
|
---|
406 | const GLhandleARB *constant_locations;
|
---|
407 | const struct list *constant_list;
|
---|
408 | GLhandleARB programId;
|
---|
409 | const struct glsl_shader_prog_link *prog = priv->glsl_program;
|
---|
410 | int i;
|
---|
411 |
|
---|
412 | if (!prog) {
|
---|
413 | /* No GLSL program set - nothing to do. */
|
---|
414 | return;
|
---|
415 | }
|
---|
416 | programId = prog->programId;
|
---|
417 |
|
---|
418 | if (useVertexShader) {
|
---|
419 | IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
|
---|
420 |
|
---|
421 | constant_locations = prog->vuniformF_locations;
|
---|
422 | constant_list = &stateBlock->set_vconstantsF;
|
---|
423 |
|
---|
424 | /* Load DirectX 9 float constants/uniforms for vertex shader */
|
---|
425 | shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
|
---|
426 | stateBlock->vertexShaderConstantF, constant_locations, constant_list);
|
---|
427 |
|
---|
428 | /* Load DirectX 9 integer constants/uniforms for vertex shader */
|
---|
429 | shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations,
|
---|
430 | stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI);
|
---|
431 |
|
---|
432 | /* Load DirectX 9 boolean constants/uniforms for vertex shader */
|
---|
433 | shader_glsl_load_constantsB(vshader, gl_info, programId,
|
---|
434 | stateBlock->vertexShaderConstantB, stateBlock->changed.vertexShaderConstantsB);
|
---|
435 |
|
---|
436 | /* Upload the position fixup params */
|
---|
437 | GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
|
---|
438 | checkGLcall("glUniform4fvARB");
|
---|
439 | }
|
---|
440 |
|
---|
441 | if (usePixelShader) {
|
---|
442 |
|
---|
443 | IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
|
---|
444 |
|
---|
445 | constant_locations = prog->puniformF_locations;
|
---|
446 | constant_list = &stateBlock->set_pconstantsF;
|
---|
447 |
|
---|
448 | /* Load DirectX 9 float constants/uniforms for pixel shader */
|
---|
449 | shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
|
---|
450 | stateBlock->pixelShaderConstantF, constant_locations, constant_list);
|
---|
451 |
|
---|
452 | /* Load DirectX 9 integer constants/uniforms for pixel shader */
|
---|
453 | shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations,
|
---|
454 | stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI);
|
---|
455 |
|
---|
456 | /* Load DirectX 9 boolean constants/uniforms for pixel shader */
|
---|
457 | shader_glsl_load_constantsB(pshader, gl_info, programId,
|
---|
458 | stateBlock->pixelShaderConstantB, stateBlock->changed.pixelShaderConstantsB);
|
---|
459 |
|
---|
460 | /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
|
---|
461 | * It can't be 0 for a valid texbem instruction.
|
---|
462 | */
|
---|
463 | for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
|
---|
464 | IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
|
---|
465 | int stage = ps->luminanceconst[i].texunit;
|
---|
466 |
|
---|
467 | const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
|
---|
468 | GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
|
---|
469 | checkGLcall("glUniformMatrix2fvARB");
|
---|
470 |
|
---|
471 | /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
|
---|
472 | * is set too, so we can check that in the needsbumpmat check
|
---|
473 | */
|
---|
474 | if(ps->baseShader.reg_maps.luminanceparams[stage]) {
|
---|
475 | const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
|
---|
476 | const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
|
---|
477 |
|
---|
478 | GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
|
---|
479 | checkGLcall("glUniform1fvARB");
|
---|
480 | GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
|
---|
481 | checkGLcall("glUniform1fvARB");
|
---|
482 | }
|
---|
483 | }
|
---|
484 |
|
---|
485 | if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
|
---|
486 | float correction_params[4];
|
---|
487 | if(deviceImpl->render_offscreen) {
|
---|
488 | correction_params[0] = 0.0;
|
---|
489 | correction_params[1] = 1.0;
|
---|
490 | } else {
|
---|
491 | /* position is window relative, not viewport relative */
|
---|
492 | correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
|
---|
493 | correction_params[1] = -1.0;
|
---|
494 | }
|
---|
495 | GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
|
---|
496 | }
|
---|
497 | }
|
---|
498 | }
|
---|
499 |
|
---|
500 | /** Generate the variable & register declarations for the GLSL output target */
|
---|
501 | static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
|
---|
502 | SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info)
|
---|
503 | {
|
---|
504 | IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
|
---|
505 | IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
|
---|
506 | unsigned int i, extra_constants_needed = 0;
|
---|
507 | const local_constant *lconst;
|
---|
508 |
|
---|
509 | /* There are some minor differences between pixel and vertex shaders */
|
---|
510 | char pshader = shader_is_pshader_version(This->baseShader.hex_version);
|
---|
511 | char prefix = pshader ? 'P' : 'V';
|
---|
512 |
|
---|
513 | /* Prototype the subroutines */
|
---|
514 | for (i = 0; i < This->baseShader.limits.label; i++) {
|
---|
515 | if (reg_maps->labels[i])
|
---|
516 | shader_addline(buffer, "void subroutine%u();\n", i);
|
---|
517 | }
|
---|
518 |
|
---|
519 | /* Declare the constants (aka uniforms) */
|
---|
520 | if (This->baseShader.limits.constant_float > 0) {
|
---|
521 | unsigned max_constantsF = min(This->baseShader.limits.constant_float,
|
---|
522 | (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
|
---|
523 | shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
|
---|
524 | }
|
---|
525 |
|
---|
526 | if (This->baseShader.limits.constant_int > 0)
|
---|
527 | shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
|
---|
528 |
|
---|
529 | if (This->baseShader.limits.constant_bool > 0)
|
---|
530 | shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
|
---|
531 |
|
---|
532 | if(!pshader) {
|
---|
533 | shader_addline(buffer, "uniform vec4 posFixup;\n");
|
---|
534 | /* Predeclaration; This function is added at link time based on the pixel shader.
|
---|
535 | * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
|
---|
536 | * that. We know the input to the reorder function at vertex shader compile time, so
|
---|
537 | * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
|
---|
538 | * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
|
---|
539 | * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
|
---|
540 | * it will write to the varying array. Here we depend on the shader optimizer on sorting that
|
---|
541 | * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
|
---|
542 | * inout.
|
---|
543 | */
|
---|
544 | if(This->baseShader.hex_version >= WINED3DVS_VERSION(3, 0)) {
|
---|
545 | shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
|
---|
546 | } else {
|
---|
547 | shader_addline(buffer, "void order_ps_input();\n");
|
---|
548 | }
|
---|
549 | } else {
|
---|
550 | IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
|
---|
551 |
|
---|
552 | ps_impl->numbumpenvmatconsts = 0;
|
---|
553 | for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
|
---|
554 | if(!reg_maps->bumpmat[i]) {
|
---|
555 | continue;
|
---|
556 | }
|
---|
557 |
|
---|
558 | ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
|
---|
559 | shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
|
---|
560 |
|
---|
561 | if(reg_maps->luminanceparams) {
|
---|
562 | ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
|
---|
563 | shader_addline(buffer, "uniform float luminancescale%d;\n", i);
|
---|
564 | shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
|
---|
565 | extra_constants_needed++;
|
---|
566 | } else {
|
---|
567 | ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
|
---|
568 | }
|
---|
569 |
|
---|
570 | extra_constants_needed++;
|
---|
571 | ps_impl->numbumpenvmatconsts++;
|
---|
572 | }
|
---|
573 |
|
---|
574 | if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
|
---|
575 | shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
|
---|
576 | srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
|
---|
577 | shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
|
---|
578 | srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
|
---|
579 | }
|
---|
580 | if(reg_maps->vpos || reg_maps->usesdsy) {
|
---|
581 | if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
|
---|
582 | shader_addline(buffer, "uniform vec4 ycorrection;\n");
|
---|
583 | ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
|
---|
584 | extra_constants_needed++;
|
---|
585 | } else {
|
---|
586 | /* This happens because we do not have proper tracking of the constant registers that are
|
---|
587 | * actually used, only the max limit of the shader version
|
---|
588 | */
|
---|
589 | FIXME("Cannot find a free uniform for vpos correction params\n");
|
---|
590 | shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
|
---|
591 | device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
|
---|
592 | device->render_offscreen ? 1.0 : -1.0);
|
---|
593 | }
|
---|
594 | shader_addline(buffer, "vec4 vpos;\n");
|
---|
595 | }
|
---|
596 | }
|
---|
597 |
|
---|
598 | /* Declare texture samplers */
|
---|
599 | for (i = 0; i < This->baseShader.limits.sampler; i++) {
|
---|
600 | if (reg_maps->samplers[i]) {
|
---|
601 |
|
---|
602 | DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
|
---|
603 | switch (stype) {
|
---|
604 |
|
---|
605 | case WINED3DSTT_1D:
|
---|
606 | shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
|
---|
607 | break;
|
---|
608 | case WINED3DSTT_2D:
|
---|
609 | if(device->stateBlock->textures[i] &&
|
---|
610 | IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
|
---|
611 | shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
|
---|
612 | } else {
|
---|
613 | shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
|
---|
614 | }
|
---|
615 | break;
|
---|
616 | case WINED3DSTT_CUBE:
|
---|
617 | shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
|
---|
618 | break;
|
---|
619 | case WINED3DSTT_VOLUME:
|
---|
620 | shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
|
---|
621 | break;
|
---|
622 | default:
|
---|
623 | shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
|
---|
624 | FIXME("Unrecognized sampler type: %#x\n", stype);
|
---|
625 | break;
|
---|
626 | }
|
---|
627 | }
|
---|
628 | }
|
---|
629 |
|
---|
630 | /* Declare address variables */
|
---|
631 | for (i = 0; i < This->baseShader.limits.address; i++) {
|
---|
632 | if (reg_maps->address[i])
|
---|
633 | shader_addline(buffer, "ivec4 A%d;\n", i);
|
---|
634 | }
|
---|
635 |
|
---|
636 | /* Declare texture coordinate temporaries and initialize them */
|
---|
637 | for (i = 0; i < This->baseShader.limits.texcoord; i++) {
|
---|
638 | if (reg_maps->texcoord[i])
|
---|
639 | shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
|
---|
640 | }
|
---|
641 |
|
---|
642 | /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
|
---|
643 | * helper function shader that is linked in at link time
|
---|
644 | */
|
---|
645 | if(pshader && This->baseShader.hex_version >= WINED3DPS_VERSION(3, 0)) {
|
---|
646 | if(use_vs(device)) {
|
---|
647 | shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
|
---|
648 | } else {
|
---|
649 | /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
|
---|
650 | * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
|
---|
651 | * pixel shader that reads the fixed function color into the packed input registers.
|
---|
652 | */
|
---|
653 | shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
|
---|
654 | }
|
---|
655 | }
|
---|
656 |
|
---|
657 | /* Declare output register temporaries */
|
---|
658 | if(This->baseShader.limits.packed_output) {
|
---|
659 | shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
|
---|
660 | }
|
---|
661 |
|
---|
662 | /* Declare temporary variables */
|
---|
663 | for(i = 0; i < This->baseShader.limits.temporary; i++) {
|
---|
664 | if (reg_maps->temporary[i])
|
---|
665 | shader_addline(buffer, "vec4 R%u;\n", i);
|
---|
666 | }
|
---|
667 |
|
---|
668 | /* Declare attributes */
|
---|
669 | for (i = 0; i < This->baseShader.limits.attributes; i++) {
|
---|
670 | if (reg_maps->attributes[i])
|
---|
671 | shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
|
---|
672 | }
|
---|
673 |
|
---|
674 | /* Declare loop registers aLx */
|
---|
675 | for (i = 0; i < reg_maps->loop_depth; i++) {
|
---|
676 | shader_addline(buffer, "int aL%u;\n", i);
|
---|
677 | shader_addline(buffer, "int tmpInt%u;\n", i);
|
---|
678 | }
|
---|
679 |
|
---|
680 | /* Temporary variables for matrix operations */
|
---|
681 | shader_addline(buffer, "vec4 tmp0;\n");
|
---|
682 | shader_addline(buffer, "vec4 tmp1;\n");
|
---|
683 |
|
---|
684 | /* Local constants use a different name so they can be loaded once at shader link time
|
---|
685 | * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
|
---|
686 | * float -> string conversion can cause precision loss.
|
---|
687 | */
|
---|
688 | if(!This->baseShader.load_local_constsF) {
|
---|
689 | LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
|
---|
690 | shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
|
---|
691 | }
|
---|
692 | }
|
---|
693 |
|
---|
694 | /* Start the main program */
|
---|
695 | shader_addline(buffer, "void main() {\n");
|
---|
696 | if(pshader && reg_maps->vpos) {
|
---|
697 | /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
|
---|
698 | * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
|
---|
699 | * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
|
---|
700 | * precision troubles when we just substract 0.5.
|
---|
701 | *
|
---|
702 | * To deal with that just floor() the position. This will eliminate the fraction on all cards.
|
---|
703 | *
|
---|
704 | * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
|
---|
705 | *
|
---|
706 | * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
|
---|
707 | * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
|
---|
708 | * coordinates specify the pixel centers instead of the pixel corners. This code will behave
|
---|
709 | * correctly on drivers that returns integer values.
|
---|
710 | */
|
---|
711 | shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
|
---|
712 | }
|
---|
713 | }
|
---|
714 |
|
---|
715 | /*****************************************************************************
|
---|
716 | * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
|
---|
717 | *
|
---|
718 | * For more information, see http://wiki.winehq.org/DirectX-Shaders
|
---|
719 | ****************************************************************************/
|
---|
720 |
|
---|
721 | /* Prototypes */
|
---|
722 | static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
|
---|
723 | const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
|
---|
724 |
|
---|
725 | /** Used for opcode modifiers - They multiply the result by the specified amount */
|
---|
726 | static const char * const shift_glsl_tab[] = {
|
---|
727 | "", /* 0 (none) */
|
---|
728 | "2.0 * ", /* 1 (x2) */
|
---|
729 | "4.0 * ", /* 2 (x4) */
|
---|
730 | "8.0 * ", /* 3 (x8) */
|
---|
731 | "16.0 * ", /* 4 (x16) */
|
---|
732 | "32.0 * ", /* 5 (x32) */
|
---|
733 | "", /* 6 (x64) */
|
---|
734 | "", /* 7 (x128) */
|
---|
735 | "", /* 8 (d256) */
|
---|
736 | "", /* 9 (d128) */
|
---|
737 | "", /* 10 (d64) */
|
---|
738 | "", /* 11 (d32) */
|
---|
739 | "0.0625 * ", /* 12 (d16) */
|
---|
740 | "0.125 * ", /* 13 (d8) */
|
---|
741 | "0.25 * ", /* 14 (d4) */
|
---|
742 | "0.5 * " /* 15 (d2) */
|
---|
743 | };
|
---|
744 |
|
---|
745 | /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
|
---|
746 | static void shader_glsl_gen_modifier (
|
---|
747 | const DWORD instr,
|
---|
748 | const char *in_reg,
|
---|
749 | const char *in_regswizzle,
|
---|
750 | char *out_str) {
|
---|
751 |
|
---|
752 | out_str[0] = 0;
|
---|
753 |
|
---|
754 | if (instr == WINED3DSIO_TEXKILL)
|
---|
755 | return;
|
---|
756 |
|
---|
757 | switch (instr & WINED3DSP_SRCMOD_MASK) {
|
---|
758 | case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
|
---|
759 | case WINED3DSPSM_DW:
|
---|
760 | case WINED3DSPSM_NONE:
|
---|
761 | sprintf(out_str, "%s%s", in_reg, in_regswizzle);
|
---|
762 | break;
|
---|
763 | case WINED3DSPSM_NEG:
|
---|
764 | sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
|
---|
765 | break;
|
---|
766 | case WINED3DSPSM_NOT:
|
---|
767 | sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
|
---|
768 | break;
|
---|
769 | case WINED3DSPSM_BIAS:
|
---|
770 | sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
|
---|
771 | break;
|
---|
772 | case WINED3DSPSM_BIASNEG:
|
---|
773 | sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
|
---|
774 | break;
|
---|
775 | case WINED3DSPSM_SIGN:
|
---|
776 | sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
|
---|
777 | break;
|
---|
778 | case WINED3DSPSM_SIGNNEG:
|
---|
779 | sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
|
---|
780 | break;
|
---|
781 | case WINED3DSPSM_COMP:
|
---|
782 | sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
|
---|
783 | break;
|
---|
784 | case WINED3DSPSM_X2:
|
---|
785 | sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
|
---|
786 | break;
|
---|
787 | case WINED3DSPSM_X2NEG:
|
---|
788 | sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
|
---|
789 | break;
|
---|
790 | case WINED3DSPSM_ABS:
|
---|
791 | sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
|
---|
792 | break;
|
---|
793 | case WINED3DSPSM_ABSNEG:
|
---|
794 | sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
|
---|
795 | break;
|
---|
796 | default:
|
---|
797 | FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
|
---|
798 | sprintf(out_str, "%s%s", in_reg, in_regswizzle);
|
---|
799 | }
|
---|
800 | }
|
---|
801 |
|
---|
802 | /** Writes the GLSL variable name that corresponds to the register that the
|
---|
803 | * DX opcode parameter is trying to access */
|
---|
804 | static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_token,
|
---|
805 | char *regstr, BOOL *is_color, const SHADER_OPCODE_ARG *arg)
|
---|
806 | {
|
---|
807 | /* oPos, oFog and oPts in D3D */
|
---|
808 | static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
|
---|
809 |
|
---|
810 | DWORD reg = param & WINED3DSP_REGNUM_MASK;
|
---|
811 | DWORD regtype = shader_get_regtype(param);
|
---|
812 | IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
|
---|
813 | IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
---|
814 | const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
|
---|
815 |
|
---|
816 | char pshader = shader_is_pshader_version(This->baseShader.hex_version);
|
---|
817 | char tmpStr[150];
|
---|
818 |
|
---|
819 | *is_color = FALSE;
|
---|
820 |
|
---|
821 | switch (regtype) {
|
---|
822 | case WINED3DSPR_TEMP:
|
---|
823 | sprintf(tmpStr, "R%u", reg);
|
---|
824 | break;
|
---|
825 | case WINED3DSPR_INPUT:
|
---|
826 | if (pshader) {
|
---|
827 | /* Pixel shaders >= 3.0 */
|
---|
828 | if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
|
---|
829 | DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
|
---|
830 |
|
---|
831 | if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
|
---|
832 | glsl_src_param_t rel_param;
|
---|
833 | shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
|
---|
834 |
|
---|
835 | /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
|
---|
836 | * operation there
|
---|
837 | */
|
---|
838 | if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
|
---|
839 | if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
|
---|
840 | sprintf(tmpStr, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
|
---|
841 | rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count - 1,
|
---|
842 | rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count,
|
---|
843 | rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
|
---|
844 | } else {
|
---|
845 | sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
|
---|
846 | }
|
---|
847 | } else {
|
---|
848 | if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
|
---|
849 | sprintf(tmpStr, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
|
---|
850 | rel_param.param_str, in_count - 1,
|
---|
851 | rel_param.param_str, in_count,
|
---|
852 | rel_param.param_str);
|
---|
853 | } else {
|
---|
854 | sprintf(tmpStr, "IN[%s]", rel_param.param_str);
|
---|
855 | }
|
---|
856 | }
|
---|
857 | } else {
|
---|
858 | DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg];
|
---|
859 | if (idx == in_count) {
|
---|
860 | sprintf(tmpStr, "gl_Color");
|
---|
861 | } else if (idx == in_count + 1) {
|
---|
862 | sprintf(tmpStr, "gl_SecondaryColor");
|
---|
863 | } else {
|
---|
864 | sprintf(tmpStr, "IN[%u]", idx);
|
---|
865 | }
|
---|
866 | }
|
---|
867 | } else {
|
---|
868 | if (reg==0)
|
---|
869 | strcpy(tmpStr, "gl_Color");
|
---|
870 | else
|
---|
871 | strcpy(tmpStr, "gl_SecondaryColor");
|
---|
872 | }
|
---|
873 | } else {
|
---|
874 | if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
|
---|
875 | *is_color = TRUE;
|
---|
876 | sprintf(tmpStr, "attrib%u", reg);
|
---|
877 | }
|
---|
878 | break;
|
---|
879 | case WINED3DSPR_CONST:
|
---|
880 | {
|
---|
881 | const char prefix = pshader? 'P':'V';
|
---|
882 |
|
---|
883 | /* Relative addressing */
|
---|
884 | if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
|
---|
885 |
|
---|
886 | /* Relative addressing on shaders 2.0+ have a relative address token,
|
---|
887 | * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
|
---|
888 | if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
|
---|
889 | glsl_src_param_t rel_param;
|
---|
890 | shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
|
---|
891 | if(reg) {
|
---|
892 | sprintf(tmpStr, "%cC[%s + %u]", prefix, rel_param.param_str, reg);
|
---|
893 | } else {
|
---|
894 | sprintf(tmpStr, "%cC[%s]", prefix, rel_param.param_str);
|
---|
895 | }
|
---|
896 | } else {
|
---|
897 | if(reg) {
|
---|
898 | sprintf(tmpStr, "%cC[A0.x + %u]", prefix, reg);
|
---|
899 | } else {
|
---|
900 | sprintf(tmpStr, "%cC[A0.x]", prefix);
|
---|
901 | }
|
---|
902 | }
|
---|
903 |
|
---|
904 | } else {
|
---|
905 | if(shader_constant_is_local(This, reg)) {
|
---|
906 | sprintf(tmpStr, "%cLC%u", prefix, reg);
|
---|
907 | } else {
|
---|
908 | sprintf(tmpStr, "%cC[%u]", prefix, reg);
|
---|
909 | }
|
---|
910 | }
|
---|
911 |
|
---|
912 | break;
|
---|
913 | }
|
---|
914 | case WINED3DSPR_CONSTINT:
|
---|
915 | if (pshader)
|
---|
916 | sprintf(tmpStr, "PI[%u]", reg);
|
---|
917 | else
|
---|
918 | sprintf(tmpStr, "VI[%u]", reg);
|
---|
919 | break;
|
---|
920 | case WINED3DSPR_CONSTBOOL:
|
---|
921 | if (pshader)
|
---|
922 | sprintf(tmpStr, "PB[%u]", reg);
|
---|
923 | else
|
---|
924 | sprintf(tmpStr, "VB[%u]", reg);
|
---|
925 | break;
|
---|
926 | case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
|
---|
927 | if (pshader) {
|
---|
928 | sprintf(tmpStr, "T%u", reg);
|
---|
929 | } else {
|
---|
930 | sprintf(tmpStr, "A%u", reg);
|
---|
931 | }
|
---|
932 | break;
|
---|
933 | case WINED3DSPR_LOOP:
|
---|
934 | sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
|
---|
935 | break;
|
---|
936 | case WINED3DSPR_SAMPLER:
|
---|
937 | if (pshader)
|
---|
938 | sprintf(tmpStr, "Psampler%u", reg);
|
---|
939 | else
|
---|
940 | sprintf(tmpStr, "Vsampler%u", reg);
|
---|
941 | break;
|
---|
942 | case WINED3DSPR_COLOROUT:
|
---|
943 | if (reg >= GL_LIMITS(buffers)) {
|
---|
944 | WARN("Write to render target %u, only %d supported\n", reg, 4);
|
---|
945 | }
|
---|
946 | if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
|
---|
947 | sprintf(tmpStr, "gl_FragData[%u]", reg);
|
---|
948 | } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
|
---|
949 | sprintf(tmpStr, "gl_FragColor");
|
---|
950 | }
|
---|
951 | break;
|
---|
952 | case WINED3DSPR_RASTOUT:
|
---|
953 | sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
|
---|
954 | break;
|
---|
955 | case WINED3DSPR_DEPTHOUT:
|
---|
956 | sprintf(tmpStr, "gl_FragDepth");
|
---|
957 | break;
|
---|
958 | case WINED3DSPR_ATTROUT:
|
---|
959 | if (reg == 0) {
|
---|
960 | sprintf(tmpStr, "gl_FrontColor");
|
---|
961 | } else {
|
---|
962 | sprintf(tmpStr, "gl_FrontSecondaryColor");
|
---|
963 | }
|
---|
964 | break;
|
---|
965 | case WINED3DSPR_TEXCRDOUT:
|
---|
966 | /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
|
---|
967 | if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
|
---|
968 | sprintf(tmpStr, "OUT[%u]", reg);
|
---|
969 | else
|
---|
970 | sprintf(tmpStr, "gl_TexCoord[%u]", reg);
|
---|
971 | break;
|
---|
972 | case WINED3DSPR_MISCTYPE:
|
---|
973 | if (reg == 0) {
|
---|
974 | /* vPos */
|
---|
975 | sprintf(tmpStr, "vpos");
|
---|
976 | } else if (reg == 1){
|
---|
977 | /* Note that gl_FrontFacing is a bool, while vFace is
|
---|
978 | * a float for which the sign determines front/back
|
---|
979 | */
|
---|
980 | sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
|
---|
981 | } else {
|
---|
982 | FIXME("Unhandled misctype register %d\n", reg);
|
---|
983 | sprintf(tmpStr, "unrecognized_register");
|
---|
984 | }
|
---|
985 | break;
|
---|
986 | default:
|
---|
987 | FIXME("Unhandled register name Type(%d)\n", regtype);
|
---|
988 | sprintf(tmpStr, "unrecognized_register");
|
---|
989 | break;
|
---|
990 | }
|
---|
991 |
|
---|
992 | strcat(regstr, tmpStr);
|
---|
993 | }
|
---|
994 |
|
---|
995 | /* Get the GLSL write mask for the destination register */
|
---|
996 | static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
|
---|
997 | char *ptr = write_mask;
|
---|
998 | DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
|
---|
999 |
|
---|
1000 | if (shader_is_scalar(param)) {
|
---|
1001 | mask = WINED3DSP_WRITEMASK_0;
|
---|
1002 | } else {
|
---|
1003 | *ptr++ = '.';
|
---|
1004 | if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
|
---|
1005 | if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
|
---|
1006 | if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
|
---|
1007 | if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
|
---|
1008 | }
|
---|
1009 |
|
---|
1010 | *ptr = '\0';
|
---|
1011 |
|
---|
1012 | return mask;
|
---|
1013 | }
|
---|
1014 |
|
---|
1015 | static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
|
---|
1016 | unsigned int size = 0;
|
---|
1017 |
|
---|
1018 | if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
|
---|
1019 | if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
|
---|
1020 | if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
|
---|
1021 | if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
|
---|
1022 |
|
---|
1023 | return size;
|
---|
1024 | }
|
---|
1025 |
|
---|
1026 | static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
|
---|
1027 | /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
|
---|
1028 | * but addressed as "rgba". To fix this we need to swap the register's x
|
---|
1029 | * and z components. */
|
---|
1030 | DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
|
---|
1031 | const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
|
---|
1032 | char *ptr = swizzle_str;
|
---|
1033 |
|
---|
1034 | if (!shader_is_scalar(param)) {
|
---|
1035 | *ptr++ = '.';
|
---|
1036 | /* swizzle bits fields: wwzzyyxx */
|
---|
1037 | if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
|
---|
1038 | if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
|
---|
1039 | if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
|
---|
1040 | if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
|
---|
1041 | }
|
---|
1042 |
|
---|
1043 | *ptr = '\0';
|
---|
1044 | }
|
---|
1045 |
|
---|
1046 | /* From a given parameter token, generate the corresponding GLSL string.
|
---|
1047 | * Also, return the actual register name and swizzle in case the
|
---|
1048 | * caller needs this information as well. */
|
---|
1049 | static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
|
---|
1050 | const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param)
|
---|
1051 | {
|
---|
1052 | BOOL is_color = FALSE;
|
---|
1053 | char swizzle_str[6];
|
---|
1054 |
|
---|
1055 | src_param->reg_name[0] = '\0';
|
---|
1056 | src_param->param_str[0] = '\0';
|
---|
1057 | swizzle_str[0] = '\0';
|
---|
1058 |
|
---|
1059 | shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
|
---|
1060 |
|
---|
1061 | shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
|
---|
1062 | shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
|
---|
1063 | }
|
---|
1064 |
|
---|
1065 | /* From a given parameter token, generate the corresponding GLSL string.
|
---|
1066 | * Also, return the actual register name and swizzle in case the
|
---|
1067 | * caller needs this information as well. */
|
---|
1068 | static DWORD shader_glsl_add_dst_param(const SHADER_OPCODE_ARG* arg, const DWORD param,
|
---|
1069 | const DWORD addr_token, glsl_dst_param_t *dst_param)
|
---|
1070 | {
|
---|
1071 | BOOL is_color = FALSE;
|
---|
1072 |
|
---|
1073 | dst_param->mask_str[0] = '\0';
|
---|
1074 | dst_param->reg_name[0] = '\0';
|
---|
1075 |
|
---|
1076 | shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
|
---|
1077 | return shader_glsl_get_write_mask(param, dst_param->mask_str);
|
---|
1078 | }
|
---|
1079 |
|
---|
1080 | /* Append the destination part of the instruction to the buffer, return the effective write mask */
|
---|
1081 | static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg, const DWORD param)
|
---|
1082 | {
|
---|
1083 | glsl_dst_param_t dst_param;
|
---|
1084 | DWORD mask;
|
---|
1085 | int shift;
|
---|
1086 |
|
---|
1087 | mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
|
---|
1088 |
|
---|
1089 | if(mask) {
|
---|
1090 | shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
|
---|
1091 | shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
|
---|
1092 | }
|
---|
1093 |
|
---|
1094 | return mask;
|
---|
1095 | }
|
---|
1096 |
|
---|
1097 | /* Append the destination part of the instruction to the buffer, return the effective write mask */
|
---|
1098 | static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg)
|
---|
1099 | {
|
---|
1100 | return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
|
---|
1101 | }
|
---|
1102 |
|
---|
1103 | /** Process GLSL instruction modifiers */
|
---|
1104 | void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG* arg)
|
---|
1105 | {
|
---|
1106 | DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
|
---|
1107 |
|
---|
1108 | if (arg->opcode->dst_token && mask != 0) {
|
---|
1109 | glsl_dst_param_t dst_param;
|
---|
1110 |
|
---|
1111 | shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
|
---|
1112 |
|
---|
1113 | if (mask & WINED3DSPDM_SATURATE) {
|
---|
1114 | /* _SAT means to clamp the value of the register to between 0 and 1 */
|
---|
1115 | shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
|
---|
1116 | dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
|
---|
1117 | }
|
---|
1118 | if (mask & WINED3DSPDM_MSAMPCENTROID) {
|
---|
1119 | FIXME("_centroid modifier not handled\n");
|
---|
1120 | }
|
---|
1121 | if (mask & WINED3DSPDM_PARTIALPRECISION) {
|
---|
1122 | /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
|
---|
1123 | }
|
---|
1124 | }
|
---|
1125 | }
|
---|
1126 |
|
---|
1127 | static inline const char* shader_get_comp_op(
|
---|
1128 | const DWORD opcode) {
|
---|
1129 |
|
---|
1130 | DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
|
---|
1131 | switch (op) {
|
---|
1132 | case COMPARISON_GT: return ">";
|
---|
1133 | case COMPARISON_EQ: return "==";
|
---|
1134 | case COMPARISON_GE: return ">=";
|
---|
1135 | case COMPARISON_LT: return "<";
|
---|
1136 | case COMPARISON_NE: return "!=";
|
---|
1137 | case COMPARISON_LE: return "<=";
|
---|
1138 | default:
|
---|
1139 | FIXME("Unrecognized comparison value: %u\n", op);
|
---|
1140 | return "(\?\?)";
|
---|
1141 | }
|
---|
1142 | }
|
---|
1143 |
|
---|
1144 | static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, glsl_sample_function_t *sample_function) {
|
---|
1145 | /* Note that there's no such thing as a projected cube texture. */
|
---|
1146 | switch(sampler_type) {
|
---|
1147 | case WINED3DSTT_1D:
|
---|
1148 | sample_function->name = projected ? "texture1DProj" : "texture1D";
|
---|
1149 | sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
|
---|
1150 | break;
|
---|
1151 | case WINED3DSTT_2D:
|
---|
1152 | if(texrect) {
|
---|
1153 | sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
|
---|
1154 | } else {
|
---|
1155 | sample_function->name = projected ? "texture2DProj" : "texture2D";
|
---|
1156 | }
|
---|
1157 | sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
|
---|
1158 | break;
|
---|
1159 | case WINED3DSTT_CUBE:
|
---|
1160 | sample_function->name = "textureCube";
|
---|
1161 | sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
1162 | break;
|
---|
1163 | case WINED3DSTT_VOLUME:
|
---|
1164 | sample_function->name = projected ? "texture3DProj" : "texture3D";
|
---|
1165 | sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
1166 | break;
|
---|
1167 | default:
|
---|
1168 | sample_function->name = "";
|
---|
1169 | sample_function->coord_mask = 0;
|
---|
1170 | FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
|
---|
1171 | break;
|
---|
1172 | }
|
---|
1173 | }
|
---|
1174 |
|
---|
1175 | static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
|
---|
1176 | BOOL sign_fixup, enum fixup_channel_source channel_source)
|
---|
1177 | {
|
---|
1178 | switch(channel_source)
|
---|
1179 | {
|
---|
1180 | case CHANNEL_SOURCE_ZERO:
|
---|
1181 | strcat(arguments, "0.0");
|
---|
1182 | break;
|
---|
1183 |
|
---|
1184 | case CHANNEL_SOURCE_ONE:
|
---|
1185 | strcat(arguments, "1.0");
|
---|
1186 | break;
|
---|
1187 |
|
---|
1188 | case CHANNEL_SOURCE_X:
|
---|
1189 | strcat(arguments, reg_name);
|
---|
1190 | strcat(arguments, ".x");
|
---|
1191 | break;
|
---|
1192 |
|
---|
1193 | case CHANNEL_SOURCE_Y:
|
---|
1194 | strcat(arguments, reg_name);
|
---|
1195 | strcat(arguments, ".y");
|
---|
1196 | break;
|
---|
1197 |
|
---|
1198 | case CHANNEL_SOURCE_Z:
|
---|
1199 | strcat(arguments, reg_name);
|
---|
1200 | strcat(arguments, ".z");
|
---|
1201 | break;
|
---|
1202 |
|
---|
1203 | case CHANNEL_SOURCE_W:
|
---|
1204 | strcat(arguments, reg_name);
|
---|
1205 | strcat(arguments, ".w");
|
---|
1206 | break;
|
---|
1207 |
|
---|
1208 | default:
|
---|
1209 | FIXME("Unhandled channel source %#x\n", channel_source);
|
---|
1210 | strcat(arguments, "undefined");
|
---|
1211 | break;
|
---|
1212 | }
|
---|
1213 |
|
---|
1214 | if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
|
---|
1215 | }
|
---|
1216 |
|
---|
1217 | static void shader_glsl_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup)
|
---|
1218 | {
|
---|
1219 | unsigned int mask_size, remaining;
|
---|
1220 | glsl_dst_param_t dst_param;
|
---|
1221 | char arguments[256];
|
---|
1222 | DWORD mask;
|
---|
1223 | BOOL dummy;
|
---|
1224 |
|
---|
1225 | mask = 0;
|
---|
1226 | if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
|
---|
1227 | if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
|
---|
1228 | if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
|
---|
1229 | if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
|
---|
1230 | mask &= arg->dst;
|
---|
1231 |
|
---|
1232 | if (!mask) return; /* Nothing to do */
|
---|
1233 |
|
---|
1234 | if (is_yuv_fixup(fixup))
|
---|
1235 | {
|
---|
1236 | enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
|
---|
1237 | FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
|
---|
1238 | return;
|
---|
1239 | }
|
---|
1240 |
|
---|
1241 | mask_size = shader_glsl_get_write_mask_size(mask);
|
---|
1242 |
|
---|
1243 | dst_param.mask_str[0] = '\0';
|
---|
1244 | shader_glsl_get_write_mask(mask, dst_param.mask_str);
|
---|
1245 |
|
---|
1246 | dst_param.reg_name[0] = '\0';
|
---|
1247 | shader_glsl_get_register_name(arg->dst, arg->dst_addr, dst_param.reg_name, &dummy, arg);
|
---|
1248 |
|
---|
1249 | arguments[0] = '\0';
|
---|
1250 | remaining = mask_size;
|
---|
1251 | if (mask & WINED3DSP_WRITEMASK_0)
|
---|
1252 | {
|
---|
1253 | shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
|
---|
1254 | if (--remaining) strcat(arguments, ", ");
|
---|
1255 | }
|
---|
1256 | if (mask & WINED3DSP_WRITEMASK_1)
|
---|
1257 | {
|
---|
1258 | shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
|
---|
1259 | if (--remaining) strcat(arguments, ", ");
|
---|
1260 | }
|
---|
1261 | if (mask & WINED3DSP_WRITEMASK_2)
|
---|
1262 | {
|
---|
1263 | shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
|
---|
1264 | if (--remaining) strcat(arguments, ", ");
|
---|
1265 | }
|
---|
1266 | if (mask & WINED3DSP_WRITEMASK_3)
|
---|
1267 | {
|
---|
1268 | shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
|
---|
1269 | if (--remaining) strcat(arguments, ", ");
|
---|
1270 | }
|
---|
1271 |
|
---|
1272 | if (mask_size > 1)
|
---|
1273 | {
|
---|
1274 | shader_addline(arg->buffer, "%s%s = vec%u(%s);\n",
|
---|
1275 | dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
|
---|
1276 | }
|
---|
1277 | else
|
---|
1278 | {
|
---|
1279 | shader_addline(arg->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
|
---|
1280 | }
|
---|
1281 | }
|
---|
1282 |
|
---|
1283 | /*****************************************************************************
|
---|
1284 | *
|
---|
1285 | * Begin processing individual instruction opcodes
|
---|
1286 | *
|
---|
1287 | ****************************************************************************/
|
---|
1288 |
|
---|
1289 | /* Generate GLSL arithmetic functions (dst = src1 + src2) */
|
---|
1290 | static void shader_glsl_arith(const SHADER_OPCODE_ARG *arg)
|
---|
1291 | {
|
---|
1292 | CONST SHADER_OPCODE* curOpcode = arg->opcode;
|
---|
1293 | SHADER_BUFFER* buffer = arg->buffer;
|
---|
1294 | glsl_src_param_t src0_param;
|
---|
1295 | glsl_src_param_t src1_param;
|
---|
1296 | DWORD write_mask;
|
---|
1297 | char op;
|
---|
1298 |
|
---|
1299 | /* Determine the GLSL operator to use based on the opcode */
|
---|
1300 | switch (curOpcode->opcode) {
|
---|
1301 | case WINED3DSIO_MUL: op = '*'; break;
|
---|
1302 | case WINED3DSIO_ADD: op = '+'; break;
|
---|
1303 | case WINED3DSIO_SUB: op = '-'; break;
|
---|
1304 | default:
|
---|
1305 | op = ' ';
|
---|
1306 | FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
|
---|
1307 | break;
|
---|
1308 | }
|
---|
1309 |
|
---|
1310 | write_mask = shader_glsl_append_dst(buffer, arg);
|
---|
1311 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
|
---|
1312 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
|
---|
1313 | shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
|
---|
1314 | }
|
---|
1315 |
|
---|
1316 | /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
|
---|
1317 | static void shader_glsl_mov(const SHADER_OPCODE_ARG *arg)
|
---|
1318 | {
|
---|
1319 | IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
|
---|
1320 | SHADER_BUFFER* buffer = arg->buffer;
|
---|
1321 | glsl_src_param_t src0_param;
|
---|
1322 | DWORD write_mask;
|
---|
1323 |
|
---|
1324 | write_mask = shader_glsl_append_dst(buffer, arg);
|
---|
1325 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
|
---|
1326 |
|
---|
1327 | /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
|
---|
1328 | * shader versions WINED3DSIO_MOVA is used for this. */
|
---|
1329 | if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 &&
|
---|
1330 | !shader_is_pshader_version(shader->baseShader.hex_version) &&
|
---|
1331 | shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)) {
|
---|
1332 | /* This is a simple floor() */
|
---|
1333 | unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
1334 | if (mask_size > 1) {
|
---|
1335 | shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
|
---|
1336 | } else {
|
---|
1337 | shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
|
---|
1338 | }
|
---|
1339 | } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
|
---|
1340 | /* We need to *round* to the nearest int here. */
|
---|
1341 | unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
1342 | if (mask_size > 1) {
|
---|
1343 | shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size, src0_param.param_str, mask_size, src0_param.param_str);
|
---|
1344 | } else {
|
---|
1345 | shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
|
---|
1346 | }
|
---|
1347 | } else {
|
---|
1348 | shader_addline(buffer, "%s);\n", src0_param.param_str);
|
---|
1349 | }
|
---|
1350 | }
|
---|
1351 |
|
---|
1352 | /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
|
---|
1353 | static void shader_glsl_dot(const SHADER_OPCODE_ARG *arg)
|
---|
1354 | {
|
---|
1355 | CONST SHADER_OPCODE* curOpcode = arg->opcode;
|
---|
1356 | SHADER_BUFFER* buffer = arg->buffer;
|
---|
1357 | glsl_src_param_t src0_param;
|
---|
1358 | glsl_src_param_t src1_param;
|
---|
1359 | DWORD dst_write_mask, src_write_mask;
|
---|
1360 | unsigned int dst_size = 0;
|
---|
1361 |
|
---|
1362 | dst_write_mask = shader_glsl_append_dst(buffer, arg);
|
---|
1363 | dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
|
---|
1364 |
|
---|
1365 | /* dp3 works on vec3, dp4 on vec4 */
|
---|
1366 | if (curOpcode->opcode == WINED3DSIO_DP4) {
|
---|
1367 | src_write_mask = WINED3DSP_WRITEMASK_ALL;
|
---|
1368 | } else {
|
---|
1369 | src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
1370 | }
|
---|
1371 |
|
---|
1372 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
|
---|
1373 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
|
---|
1374 |
|
---|
1375 | if (dst_size > 1) {
|
---|
1376 | shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
|
---|
1377 | } else {
|
---|
1378 | shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
|
---|
1379 | }
|
---|
1380 | }
|
---|
1381 |
|
---|
1382 | /* Note that this instruction has some restrictions. The destination write mask
|
---|
1383 | * can't contain the w component, and the source swizzles have to be .xyzw */
|
---|
1384 | static void shader_glsl_cross(const SHADER_OPCODE_ARG *arg)
|
---|
1385 | {
|
---|
1386 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
1387 | glsl_src_param_t src0_param;
|
---|
1388 | glsl_src_param_t src1_param;
|
---|
1389 | char dst_mask[6];
|
---|
1390 |
|
---|
1391 | shader_glsl_get_write_mask(arg->dst, dst_mask);
|
---|
1392 | shader_glsl_append_dst(arg->buffer, arg);
|
---|
1393 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
---|
1394 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
|
---|
1395 | shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
|
---|
1396 | }
|
---|
1397 |
|
---|
1398 | /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
|
---|
1399 | * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
|
---|
1400 | * GLSL uses the value as-is. */
|
---|
1401 | static void shader_glsl_pow(const SHADER_OPCODE_ARG *arg)
|
---|
1402 | {
|
---|
1403 | SHADER_BUFFER *buffer = arg->buffer;
|
---|
1404 | glsl_src_param_t src0_param;
|
---|
1405 | glsl_src_param_t src1_param;
|
---|
1406 | DWORD dst_write_mask;
|
---|
1407 | unsigned int dst_size;
|
---|
1408 |
|
---|
1409 | dst_write_mask = shader_glsl_append_dst(buffer, arg);
|
---|
1410 | dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
|
---|
1411 |
|
---|
1412 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
1413 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
|
---|
1414 |
|
---|
1415 | if (dst_size > 1) {
|
---|
1416 | shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
|
---|
1417 | } else {
|
---|
1418 | shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
|
---|
1419 | }
|
---|
1420 | }
|
---|
1421 |
|
---|
1422 | /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
|
---|
1423 | * Src0 is a scalar. Note that D3D uses the absolute of src0, while
|
---|
1424 | * GLSL uses the value as-is. */
|
---|
1425 | static void shader_glsl_log(const SHADER_OPCODE_ARG *arg)
|
---|
1426 | {
|
---|
1427 | SHADER_BUFFER *buffer = arg->buffer;
|
---|
1428 | glsl_src_param_t src0_param;
|
---|
1429 | DWORD dst_write_mask;
|
---|
1430 | unsigned int dst_size;
|
---|
1431 |
|
---|
1432 | dst_write_mask = shader_glsl_append_dst(buffer, arg);
|
---|
1433 | dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
|
---|
1434 |
|
---|
1435 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
1436 |
|
---|
1437 | if (dst_size > 1) {
|
---|
1438 | shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
|
---|
1439 | } else {
|
---|
1440 | shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
|
---|
1441 | }
|
---|
1442 | }
|
---|
1443 |
|
---|
1444 | /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
|
---|
1445 | static void shader_glsl_map2gl(const SHADER_OPCODE_ARG *arg)
|
---|
1446 | {
|
---|
1447 | CONST SHADER_OPCODE* curOpcode = arg->opcode;
|
---|
1448 | SHADER_BUFFER* buffer = arg->buffer;
|
---|
1449 | glsl_src_param_t src_param;
|
---|
1450 | const char *instruction;
|
---|
1451 | char arguments[256];
|
---|
1452 | DWORD write_mask;
|
---|
1453 | unsigned i;
|
---|
1454 |
|
---|
1455 | /* Determine the GLSL function to use based on the opcode */
|
---|
1456 | /* TODO: Possibly make this a table for faster lookups */
|
---|
1457 | switch (curOpcode->opcode) {
|
---|
1458 | case WINED3DSIO_MIN: instruction = "min"; break;
|
---|
1459 | case WINED3DSIO_MAX: instruction = "max"; break;
|
---|
1460 | case WINED3DSIO_ABS: instruction = "abs"; break;
|
---|
1461 | case WINED3DSIO_FRC: instruction = "fract"; break;
|
---|
1462 | case WINED3DSIO_NRM: instruction = "normalize"; break;
|
---|
1463 | case WINED3DSIO_EXP: instruction = "exp2"; break;
|
---|
1464 | case WINED3DSIO_SGN: instruction = "sign"; break;
|
---|
1465 | case WINED3DSIO_DSX: instruction = "dFdx"; break;
|
---|
1466 | case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
|
---|
1467 | default: instruction = "";
|
---|
1468 | FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
|
---|
1469 | break;
|
---|
1470 | }
|
---|
1471 |
|
---|
1472 | write_mask = shader_glsl_append_dst(buffer, arg);
|
---|
1473 |
|
---|
1474 | arguments[0] = '\0';
|
---|
1475 | if (curOpcode->num_params > 0) {
|
---|
1476 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
|
---|
1477 | strcat(arguments, src_param.param_str);
|
---|
1478 | for (i = 2; i < curOpcode->num_params; ++i) {
|
---|
1479 | strcat(arguments, ", ");
|
---|
1480 | shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
|
---|
1481 | strcat(arguments, src_param.param_str);
|
---|
1482 | }
|
---|
1483 | }
|
---|
1484 |
|
---|
1485 | shader_addline(buffer, "%s(%s));\n", instruction, arguments);
|
---|
1486 | }
|
---|
1487 |
|
---|
1488 | /** Process the WINED3DSIO_EXPP instruction in GLSL:
|
---|
1489 | * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
|
---|
1490 | * dst.x = 2^(floor(src))
|
---|
1491 | * dst.y = src - floor(src)
|
---|
1492 | * dst.z = 2^src (partial precision is allowed, but optional)
|
---|
1493 | * dst.w = 1.0;
|
---|
1494 | * For 2.0 shaders, just do this (honoring writemask and swizzle):
|
---|
1495 | * dst = 2^src; (partial precision is allowed, but optional)
|
---|
1496 | */
|
---|
1497 | static void shader_glsl_expp(const SHADER_OPCODE_ARG *arg)
|
---|
1498 | {
|
---|
1499 | IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
|
---|
1500 | glsl_src_param_t src_param;
|
---|
1501 |
|
---|
1502 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
|
---|
1503 |
|
---|
1504 | if (shader->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
|
---|
1505 | char dst_mask[6];
|
---|
1506 |
|
---|
1507 | shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
|
---|
1508 | shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
|
---|
1509 | shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
|
---|
1510 | shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
|
---|
1511 |
|
---|
1512 | shader_glsl_append_dst(arg->buffer, arg);
|
---|
1513 | shader_glsl_get_write_mask(arg->dst, dst_mask);
|
---|
1514 | shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
|
---|
1515 | } else {
|
---|
1516 | DWORD write_mask;
|
---|
1517 | unsigned int mask_size;
|
---|
1518 |
|
---|
1519 | write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
---|
1520 | mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
1521 |
|
---|
1522 | if (mask_size > 1) {
|
---|
1523 | shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
|
---|
1524 | } else {
|
---|
1525 | shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
|
---|
1526 | }
|
---|
1527 | }
|
---|
1528 | }
|
---|
1529 |
|
---|
1530 | /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
|
---|
1531 | static void shader_glsl_rcp(const SHADER_OPCODE_ARG *arg)
|
---|
1532 | {
|
---|
1533 | glsl_src_param_t src_param;
|
---|
1534 | DWORD write_mask;
|
---|
1535 | unsigned int mask_size;
|
---|
1536 |
|
---|
1537 | write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
---|
1538 | mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
1539 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
|
---|
1540 |
|
---|
1541 | if (mask_size > 1) {
|
---|
1542 | shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
|
---|
1543 | } else {
|
---|
1544 | shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
|
---|
1545 | }
|
---|
1546 | }
|
---|
1547 |
|
---|
1548 | static void shader_glsl_rsq(const SHADER_OPCODE_ARG *arg)
|
---|
1549 | {
|
---|
1550 | SHADER_BUFFER* buffer = arg->buffer;
|
---|
1551 | glsl_src_param_t src_param;
|
---|
1552 | DWORD write_mask;
|
---|
1553 | unsigned int mask_size;
|
---|
1554 |
|
---|
1555 | write_mask = shader_glsl_append_dst(buffer, arg);
|
---|
1556 | mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
1557 |
|
---|
1558 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
|
---|
1559 |
|
---|
1560 | if (mask_size > 1) {
|
---|
1561 | shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
|
---|
1562 | } else {
|
---|
1563 | shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
|
---|
1564 | }
|
---|
1565 | }
|
---|
1566 |
|
---|
1567 | /** Process signed comparison opcodes in GLSL. */
|
---|
1568 | static void shader_glsl_compare(const SHADER_OPCODE_ARG *arg)
|
---|
1569 | {
|
---|
1570 | glsl_src_param_t src0_param;
|
---|
1571 | glsl_src_param_t src1_param;
|
---|
1572 | DWORD write_mask;
|
---|
1573 | unsigned int mask_size;
|
---|
1574 |
|
---|
1575 | write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
---|
1576 | mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
1577 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
|
---|
1578 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
|
---|
1579 |
|
---|
1580 | if (mask_size > 1) {
|
---|
1581 | const char *compare;
|
---|
1582 |
|
---|
1583 | switch(arg->opcode->opcode) {
|
---|
1584 | case WINED3DSIO_SLT: compare = "lessThan"; break;
|
---|
1585 | case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
|
---|
1586 | default: compare = "";
|
---|
1587 | FIXME("Can't handle opcode %s\n", arg->opcode->name);
|
---|
1588 | }
|
---|
1589 |
|
---|
1590 | shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
|
---|
1591 | src0_param.param_str, src1_param.param_str);
|
---|
1592 | } else {
|
---|
1593 | switch(arg->opcode->opcode) {
|
---|
1594 | case WINED3DSIO_SLT:
|
---|
1595 | /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
|
---|
1596 | * to return 0.0 but step returns 1.0 because step is not < x
|
---|
1597 | * An alternative is a bvec compare padded with an unused second component.
|
---|
1598 | * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
|
---|
1599 | * issue. Playing with not() is not possible either because not() does not accept
|
---|
1600 | * a scalar.
|
---|
1601 | */
|
---|
1602 | shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
|
---|
1603 | break;
|
---|
1604 | case WINED3DSIO_SGE:
|
---|
1605 | /* Here we can use the step() function and safe a conditional */
|
---|
1606 | shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
|
---|
1607 | break;
|
---|
1608 | default:
|
---|
1609 | FIXME("Can't handle opcode %s\n", arg->opcode->name);
|
---|
1610 | }
|
---|
1611 |
|
---|
1612 | }
|
---|
1613 | }
|
---|
1614 |
|
---|
1615 | /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
|
---|
1616 | static void shader_glsl_cmp(const SHADER_OPCODE_ARG *arg)
|
---|
1617 | {
|
---|
1618 | glsl_src_param_t src0_param;
|
---|
1619 | glsl_src_param_t src1_param;
|
---|
1620 | glsl_src_param_t src2_param;
|
---|
1621 | DWORD write_mask, cmp_channel = 0;
|
---|
1622 | unsigned int i, j;
|
---|
1623 | char mask_char[6];
|
---|
1624 | BOOL temp_destination = FALSE;
|
---|
1625 |
|
---|
1626 | if(shader_is_scalar(arg->src[0])) {
|
---|
1627 | write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
---|
1628 |
|
---|
1629 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
|
---|
1630 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
|
---|
1631 | shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
|
---|
1632 |
|
---|
1633 | shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
|
---|
1634 | src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
1635 | } else {
|
---|
1636 | DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
|
---|
1637 | DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
|
---|
1638 | DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
|
---|
1639 | DWORD src0regtype = shader_get_regtype(arg->src[0]);
|
---|
1640 | DWORD src1regtype = shader_get_regtype(arg->src[1]);
|
---|
1641 | DWORD src2regtype = shader_get_regtype(arg->src[2]);
|
---|
1642 | DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
|
---|
1643 | DWORD dstregtype = shader_get_regtype(arg->dst);
|
---|
1644 |
|
---|
1645 | /* Cycle through all source0 channels */
|
---|
1646 | for (i=0; i<4; i++) {
|
---|
1647 | write_mask = 0;
|
---|
1648 | /* Find the destination channels which use the current source0 channel */
|
---|
1649 | for (j=0; j<4; j++) {
|
---|
1650 | if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
|
---|
1651 | write_mask |= WINED3DSP_WRITEMASK_0 << j;
|
---|
1652 | cmp_channel = WINED3DSP_WRITEMASK_0 << j;
|
---|
1653 | }
|
---|
1654 | }
|
---|
1655 |
|
---|
1656 | /* Splitting the cmp instruction up in multiple lines imposes a problem:
|
---|
1657 | * The first lines may overwrite source parameters of the following lines.
|
---|
1658 | * Deal with that by using a temporary destination register if needed
|
---|
1659 | */
|
---|
1660 | if((src0reg == dstreg && src0regtype == dstregtype) ||
|
---|
1661 | (src1reg == dstreg && src1regtype == dstregtype) ||
|
---|
1662 | (src2reg == dstreg && src2regtype == dstregtype)) {
|
---|
1663 |
|
---|
1664 | write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
|
---|
1665 | if (!write_mask) continue;
|
---|
1666 | shader_addline(arg->buffer, "tmp0%s = (", mask_char);
|
---|
1667 | temp_destination = TRUE;
|
---|
1668 | } else {
|
---|
1669 | write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
|
---|
1670 | if (!write_mask) continue;
|
---|
1671 | }
|
---|
1672 |
|
---|
1673 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
|
---|
1674 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
|
---|
1675 | shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
|
---|
1676 |
|
---|
1677 | shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
|
---|
1678 | src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
1679 | }
|
---|
1680 |
|
---|
1681 | if(temp_destination) {
|
---|
1682 | shader_glsl_get_write_mask(arg->dst, mask_char);
|
---|
1683 | shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
|
---|
1684 | shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
|
---|
1685 | }
|
---|
1686 | }
|
---|
1687 |
|
---|
1688 | }
|
---|
1689 |
|
---|
1690 | /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
|
---|
1691 | /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
|
---|
1692 | * the compare is done per component of src0. */
|
---|
1693 | static void shader_glsl_cnd(const SHADER_OPCODE_ARG *arg)
|
---|
1694 | {
|
---|
1695 | IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
|
---|
1696 | glsl_src_param_t src0_param;
|
---|
1697 | glsl_src_param_t src1_param;
|
---|
1698 | glsl_src_param_t src2_param;
|
---|
1699 | DWORD write_mask, cmp_channel = 0;
|
---|
1700 | unsigned int i, j;
|
---|
1701 |
|
---|
1702 | if (shader->baseShader.hex_version < WINED3DPS_VERSION(1, 4)) {
|
---|
1703 | write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
---|
1704 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
1705 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
|
---|
1706 | shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
|
---|
1707 |
|
---|
1708 | /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
|
---|
1709 | if(arg->opcode_token & WINED3DSI_COISSUE) {
|
---|
1710 | shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
|
---|
1711 | } else {
|
---|
1712 | shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
|
---|
1713 | src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
1714 | }
|
---|
1715 | return;
|
---|
1716 | }
|
---|
1717 | /* Cycle through all source0 channels */
|
---|
1718 | for (i=0; i<4; i++) {
|
---|
1719 | write_mask = 0;
|
---|
1720 | /* Find the destination channels which use the current source0 channel */
|
---|
1721 | for (j=0; j<4; j++) {
|
---|
1722 | if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
|
---|
1723 | write_mask |= WINED3DSP_WRITEMASK_0 << j;
|
---|
1724 | cmp_channel = WINED3DSP_WRITEMASK_0 << j;
|
---|
1725 | }
|
---|
1726 | }
|
---|
1727 | write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
|
---|
1728 | if (!write_mask) continue;
|
---|
1729 |
|
---|
1730 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
|
---|
1731 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
|
---|
1732 | shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
|
---|
1733 |
|
---|
1734 | shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
|
---|
1735 | src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
1736 | }
|
---|
1737 | }
|
---|
1738 |
|
---|
1739 | /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
|
---|
1740 | static void shader_glsl_mad(const SHADER_OPCODE_ARG *arg)
|
---|
1741 | {
|
---|
1742 | glsl_src_param_t src0_param;
|
---|
1743 | glsl_src_param_t src1_param;
|
---|
1744 | glsl_src_param_t src2_param;
|
---|
1745 | DWORD write_mask;
|
---|
1746 |
|
---|
1747 | write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
---|
1748 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
|
---|
1749 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
|
---|
1750 | shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
|
---|
1751 | shader_addline(arg->buffer, "(%s * %s) + %s);\n",
|
---|
1752 | src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
1753 | }
|
---|
1754 |
|
---|
1755 | /** Handles transforming all WINED3DSIO_M?x? opcodes for
|
---|
1756 | Vertex shaders to GLSL codes */
|
---|
1757 | static void shader_glsl_mnxn(const SHADER_OPCODE_ARG *arg)
|
---|
1758 | {
|
---|
1759 | IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
|
---|
1760 | const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins;
|
---|
1761 | DWORD shader_version = shader->baseShader.hex_version;
|
---|
1762 | int i;
|
---|
1763 | int nComponents = 0;
|
---|
1764 | SHADER_OPCODE_ARG tmpArg;
|
---|
1765 |
|
---|
1766 | memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
|
---|
1767 |
|
---|
1768 | /* Set constants for the temporary argument */
|
---|
1769 | tmpArg.shader = arg->shader;
|
---|
1770 | tmpArg.buffer = arg->buffer;
|
---|
1771 | tmpArg.src[0] = arg->src[0];
|
---|
1772 | tmpArg.src_addr[0] = arg->src_addr[0];
|
---|
1773 | tmpArg.src_addr[1] = arg->src_addr[1];
|
---|
1774 | tmpArg.reg_maps = arg->reg_maps;
|
---|
1775 |
|
---|
1776 | switch(arg->opcode->opcode) {
|
---|
1777 | case WINED3DSIO_M4x4:
|
---|
1778 | nComponents = 4;
|
---|
1779 | tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
|
---|
1780 | break;
|
---|
1781 | case WINED3DSIO_M4x3:
|
---|
1782 | nComponents = 3;
|
---|
1783 | tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
|
---|
1784 | break;
|
---|
1785 | case WINED3DSIO_M3x4:
|
---|
1786 | nComponents = 4;
|
---|
1787 | tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
|
---|
1788 | break;
|
---|
1789 | case WINED3DSIO_M3x3:
|
---|
1790 | nComponents = 3;
|
---|
1791 | tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
|
---|
1792 | break;
|
---|
1793 | case WINED3DSIO_M3x2:
|
---|
1794 | nComponents = 2;
|
---|
1795 | tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
|
---|
1796 | break;
|
---|
1797 | default:
|
---|
1798 | break;
|
---|
1799 | }
|
---|
1800 |
|
---|
1801 | for (i = 0; i < nComponents; i++) {
|
---|
1802 | tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
|
---|
1803 | tmpArg.src[1] = arg->src[1]+i;
|
---|
1804 | shader_glsl_dot(&tmpArg);
|
---|
1805 | }
|
---|
1806 | }
|
---|
1807 |
|
---|
1808 | /**
|
---|
1809 | The LRP instruction performs a component-wise linear interpolation
|
---|
1810 | between the second and third operands using the first operand as the
|
---|
1811 | blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
|
---|
1812 | This is equivalent to mix(src2, src1, src0);
|
---|
1813 | */
|
---|
1814 | static void shader_glsl_lrp(const SHADER_OPCODE_ARG *arg)
|
---|
1815 | {
|
---|
1816 | glsl_src_param_t src0_param;
|
---|
1817 | glsl_src_param_t src1_param;
|
---|
1818 | glsl_src_param_t src2_param;
|
---|
1819 | DWORD write_mask;
|
---|
1820 |
|
---|
1821 | write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
---|
1822 |
|
---|
1823 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
|
---|
1824 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
|
---|
1825 | shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
|
---|
1826 |
|
---|
1827 | shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
|
---|
1828 | src2_param.param_str, src1_param.param_str, src0_param.param_str);
|
---|
1829 | }
|
---|
1830 |
|
---|
1831 | /** Process the WINED3DSIO_LIT instruction in GLSL:
|
---|
1832 | * dst.x = dst.w = 1.0
|
---|
1833 | * dst.y = (src0.x > 0) ? src0.x
|
---|
1834 | * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
|
---|
1835 | * where src.w is clamped at +- 128
|
---|
1836 | */
|
---|
1837 | static void shader_glsl_lit(const SHADER_OPCODE_ARG *arg)
|
---|
1838 | {
|
---|
1839 | glsl_src_param_t src0_param;
|
---|
1840 | glsl_src_param_t src1_param;
|
---|
1841 | glsl_src_param_t src3_param;
|
---|
1842 | char dst_mask[6];
|
---|
1843 |
|
---|
1844 | shader_glsl_append_dst(arg->buffer, arg);
|
---|
1845 | shader_glsl_get_write_mask(arg->dst, dst_mask);
|
---|
1846 |
|
---|
1847 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
1848 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
|
---|
1849 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
|
---|
1850 |
|
---|
1851 | /* The sdk specifies the instruction like this
|
---|
1852 | * dst.x = 1.0;
|
---|
1853 | * if(src.x > 0.0) dst.y = src.x
|
---|
1854 | * else dst.y = 0.0.
|
---|
1855 | * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
|
---|
1856 | * else dst.z = 0.0;
|
---|
1857 | * dst.w = 1.0;
|
---|
1858 | *
|
---|
1859 | * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
|
---|
1860 | * dst.x = 1.0 ... No further explanation needed
|
---|
1861 | * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
|
---|
1862 | * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
|
---|
1863 | * dst.w = 1.0. ... Nothing fancy.
|
---|
1864 | *
|
---|
1865 | * So we still have one conditional in there. So do this:
|
---|
1866 | * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
|
---|
1867 | *
|
---|
1868 | * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
|
---|
1869 | * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
|
---|
1870 | * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
|
---|
1871 | */
|
---|
1872 | shader_addline(arg->buffer, "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
|
---|
1873 | src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
|
---|
1874 | }
|
---|
1875 |
|
---|
1876 | /** Process the WINED3DSIO_DST instruction in GLSL:
|
---|
1877 | * dst.x = 1.0
|
---|
1878 | * dst.y = src0.x * src0.y
|
---|
1879 | * dst.z = src0.z
|
---|
1880 | * dst.w = src1.w
|
---|
1881 | */
|
---|
1882 | static void shader_glsl_dst(const SHADER_OPCODE_ARG *arg)
|
---|
1883 | {
|
---|
1884 | glsl_src_param_t src0y_param;
|
---|
1885 | glsl_src_param_t src0z_param;
|
---|
1886 | glsl_src_param_t src1y_param;
|
---|
1887 | glsl_src_param_t src1w_param;
|
---|
1888 | char dst_mask[6];
|
---|
1889 |
|
---|
1890 | shader_glsl_append_dst(arg->buffer, arg);
|
---|
1891 | shader_glsl_get_write_mask(arg->dst, dst_mask);
|
---|
1892 |
|
---|
1893 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
|
---|
1894 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
|
---|
1895 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
|
---|
1896 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
|
---|
1897 |
|
---|
1898 | shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
|
---|
1899 | src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
|
---|
1900 | }
|
---|
1901 |
|
---|
1902 | /** Process the WINED3DSIO_SINCOS instruction in GLSL:
|
---|
1903 | * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
|
---|
1904 | * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
|
---|
1905 | *
|
---|
1906 | * dst.x = cos(src0.?)
|
---|
1907 | * dst.y = sin(src0.?)
|
---|
1908 | * dst.z = dst.z
|
---|
1909 | * dst.w = dst.w
|
---|
1910 | */
|
---|
1911 | static void shader_glsl_sincos(const SHADER_OPCODE_ARG *arg)
|
---|
1912 | {
|
---|
1913 | glsl_src_param_t src0_param;
|
---|
1914 | DWORD write_mask;
|
---|
1915 |
|
---|
1916 | write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
---|
1917 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
1918 |
|
---|
1919 | switch (write_mask) {
|
---|
1920 | case WINED3DSP_WRITEMASK_0:
|
---|
1921 | shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
|
---|
1922 | break;
|
---|
1923 |
|
---|
1924 | case WINED3DSP_WRITEMASK_1:
|
---|
1925 | shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
|
---|
1926 | break;
|
---|
1927 |
|
---|
1928 | case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
|
---|
1929 | shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
|
---|
1930 | break;
|
---|
1931 |
|
---|
1932 | default:
|
---|
1933 | ERR("Write mask should be .x, .y or .xy\n");
|
---|
1934 | break;
|
---|
1935 | }
|
---|
1936 | }
|
---|
1937 |
|
---|
1938 | /** Process the WINED3DSIO_LOOP instruction in GLSL:
|
---|
1939 | * Start a for() loop where src1.y is the initial value of aL,
|
---|
1940 | * increment aL by src1.z for a total of src1.x iterations.
|
---|
1941 | * Need to use a temporary variable for this operation.
|
---|
1942 | */
|
---|
1943 | /* FIXME: I don't think nested loops will work correctly this way. */
|
---|
1944 | static void shader_glsl_loop(const SHADER_OPCODE_ARG *arg)
|
---|
1945 | {
|
---|
1946 | glsl_src_param_t src1_param;
|
---|
1947 | IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
|
---|
1948 | DWORD regtype = shader_get_regtype(arg->src[1]);
|
---|
1949 | DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
|
---|
1950 | const DWORD *control_values = NULL;
|
---|
1951 | const local_constant *constant;
|
---|
1952 |
|
---|
1953 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
|
---|
1954 |
|
---|
1955 | /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
|
---|
1956 | * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
|
---|
1957 | * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
|
---|
1958 | * addressing.
|
---|
1959 | */
|
---|
1960 | if(regtype == WINED3DSPR_CONSTINT) {
|
---|
1961 | LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
|
---|
1962 | if(constant->idx == reg) {
|
---|
1963 | control_values = constant->value;
|
---|
1964 | break;
|
---|
1965 | }
|
---|
1966 | }
|
---|
1967 | }
|
---|
1968 |
|
---|
1969 | if(control_values) {
|
---|
1970 | if(control_values[2] > 0) {
|
---|
1971 | shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
|
---|
1972 | shader->baseShader.cur_loop_depth, control_values[1],
|
---|
1973 | shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
|
---|
1974 | shader->baseShader.cur_loop_depth, control_values[2]);
|
---|
1975 | } else if(control_values[2] == 0) {
|
---|
1976 | shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
|
---|
1977 | shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
|
---|
1978 | shader->baseShader.cur_loop_depth, control_values[0],
|
---|
1979 | shader->baseShader.cur_loop_depth);
|
---|
1980 | } else {
|
---|
1981 | shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
|
---|
1982 | shader->baseShader.cur_loop_depth, control_values[1],
|
---|
1983 | shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
|
---|
1984 | shader->baseShader.cur_loop_depth, control_values[2]);
|
---|
1985 | }
|
---|
1986 | } else {
|
---|
1987 | shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
|
---|
1988 | shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
|
---|
1989 | src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
|
---|
1990 | shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
|
---|
1991 | }
|
---|
1992 |
|
---|
1993 | shader->baseShader.cur_loop_depth++;
|
---|
1994 | shader->baseShader.cur_loop_regno++;
|
---|
1995 | }
|
---|
1996 |
|
---|
1997 | static void shader_glsl_end(const SHADER_OPCODE_ARG *arg)
|
---|
1998 | {
|
---|
1999 | IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
|
---|
2000 |
|
---|
2001 | shader_addline(arg->buffer, "}\n");
|
---|
2002 |
|
---|
2003 | if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
|
---|
2004 | shader->baseShader.cur_loop_depth--;
|
---|
2005 | shader->baseShader.cur_loop_regno--;
|
---|
2006 | }
|
---|
2007 | if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
|
---|
2008 | shader->baseShader.cur_loop_depth--;
|
---|
2009 | }
|
---|
2010 | }
|
---|
2011 |
|
---|
2012 | static void shader_glsl_rep(const SHADER_OPCODE_ARG *arg)
|
---|
2013 | {
|
---|
2014 | IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
|
---|
2015 | glsl_src_param_t src0_param;
|
---|
2016 |
|
---|
2017 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2018 | shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
|
---|
2019 | shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
|
---|
2020 | src0_param.param_str, shader->baseShader.cur_loop_depth);
|
---|
2021 | shader->baseShader.cur_loop_depth++;
|
---|
2022 | }
|
---|
2023 |
|
---|
2024 | static void shader_glsl_if(const SHADER_OPCODE_ARG *arg)
|
---|
2025 | {
|
---|
2026 | glsl_src_param_t src0_param;
|
---|
2027 |
|
---|
2028 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2029 | shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
|
---|
2030 | }
|
---|
2031 |
|
---|
2032 | static void shader_glsl_ifc(const SHADER_OPCODE_ARG *arg)
|
---|
2033 | {
|
---|
2034 | glsl_src_param_t src0_param;
|
---|
2035 | glsl_src_param_t src1_param;
|
---|
2036 |
|
---|
2037 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2038 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
|
---|
2039 |
|
---|
2040 | shader_addline(arg->buffer, "if (%s %s %s) {\n",
|
---|
2041 | src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
|
---|
2042 | }
|
---|
2043 |
|
---|
2044 | static void shader_glsl_else(const SHADER_OPCODE_ARG *arg)
|
---|
2045 | {
|
---|
2046 | shader_addline(arg->buffer, "} else {\n");
|
---|
2047 | }
|
---|
2048 |
|
---|
2049 | static void shader_glsl_break(const SHADER_OPCODE_ARG *arg)
|
---|
2050 | {
|
---|
2051 | shader_addline(arg->buffer, "break;\n");
|
---|
2052 | }
|
---|
2053 |
|
---|
2054 | /* FIXME: According to MSDN the compare is done per component. */
|
---|
2055 | static void shader_glsl_breakc(const SHADER_OPCODE_ARG *arg)
|
---|
2056 | {
|
---|
2057 | glsl_src_param_t src0_param;
|
---|
2058 | glsl_src_param_t src1_param;
|
---|
2059 |
|
---|
2060 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2061 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
|
---|
2062 |
|
---|
2063 | shader_addline(arg->buffer, "if (%s %s %s) break;\n",
|
---|
2064 | src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
|
---|
2065 | }
|
---|
2066 |
|
---|
2067 | static void shader_glsl_label(const SHADER_OPCODE_ARG *arg)
|
---|
2068 | {
|
---|
2069 |
|
---|
2070 | DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
|
---|
2071 | shader_addline(arg->buffer, "}\n");
|
---|
2072 | shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
|
---|
2073 | }
|
---|
2074 |
|
---|
2075 | static void shader_glsl_call(const SHADER_OPCODE_ARG *arg)
|
---|
2076 | {
|
---|
2077 | DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
|
---|
2078 | shader_addline(arg->buffer, "subroutine%u();\n", snum);
|
---|
2079 | }
|
---|
2080 |
|
---|
2081 | static void shader_glsl_callnz(const SHADER_OPCODE_ARG *arg)
|
---|
2082 | {
|
---|
2083 | glsl_src_param_t src1_param;
|
---|
2084 |
|
---|
2085 | DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
|
---|
2086 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
|
---|
2087 | shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
|
---|
2088 | }
|
---|
2089 |
|
---|
2090 | /*********************************************
|
---|
2091 | * Pixel Shader Specific Code begins here
|
---|
2092 | ********************************************/
|
---|
2093 | static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
|
---|
2094 | {
|
---|
2095 | IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
---|
2096 | IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
---|
2097 | DWORD hex_version = This->baseShader.hex_version;
|
---|
2098 | char dst_swizzle[6];
|
---|
2099 | glsl_sample_function_t sample_function;
|
---|
2100 | DWORD sampler_type;
|
---|
2101 | DWORD sampler_idx;
|
---|
2102 | BOOL projected, texrect = FALSE;
|
---|
2103 | DWORD mask = 0;
|
---|
2104 |
|
---|
2105 | /* All versions have a destination register */
|
---|
2106 | shader_glsl_append_dst(arg->buffer, arg);
|
---|
2107 |
|
---|
2108 | /* 1.0-1.4: Use destination register as sampler source.
|
---|
2109 | * 2.0+: Use provided sampler source. */
|
---|
2110 | if (hex_version < WINED3DPS_VERSION(2,0)) {
|
---|
2111 | sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
|
---|
2112 | } else {
|
---|
2113 | sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
|
---|
2114 | }
|
---|
2115 | sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
|
---|
2116 |
|
---|
2117 | if (hex_version < WINED3DPS_VERSION(1,4)) {
|
---|
2118 | DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
|
---|
2119 |
|
---|
2120 | /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
|
---|
2121 | if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
|
---|
2122 | projected = TRUE;
|
---|
2123 | switch (flags & ~WINED3DTTFF_PROJECTED) {
|
---|
2124 | case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
|
---|
2125 | case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
|
---|
2126 | case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
|
---|
2127 | case WINED3DTTFF_COUNT4:
|
---|
2128 | case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
|
---|
2129 | }
|
---|
2130 | } else {
|
---|
2131 | projected = FALSE;
|
---|
2132 | }
|
---|
2133 | } else if (hex_version < WINED3DPS_VERSION(2,0)) {
|
---|
2134 | DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
|
---|
2135 |
|
---|
2136 | if (src_mod == WINED3DSPSM_DZ) {
|
---|
2137 | projected = TRUE;
|
---|
2138 | mask = WINED3DSP_WRITEMASK_2;
|
---|
2139 | } else if (src_mod == WINED3DSPSM_DW) {
|
---|
2140 | projected = TRUE;
|
---|
2141 | mask = WINED3DSP_WRITEMASK_3;
|
---|
2142 | } else {
|
---|
2143 | projected = FALSE;
|
---|
2144 | }
|
---|
2145 | } else {
|
---|
2146 | if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
|
---|
2147 | /* ps 2.0 texldp instruction always divides by the fourth component. */
|
---|
2148 | projected = TRUE;
|
---|
2149 | mask = WINED3DSP_WRITEMASK_3;
|
---|
2150 | } else {
|
---|
2151 | projected = FALSE;
|
---|
2152 | }
|
---|
2153 | }
|
---|
2154 |
|
---|
2155 | if(deviceImpl->stateBlock->textures[sampler_idx] &&
|
---|
2156 | IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
|
---|
2157 | texrect = TRUE;
|
---|
2158 | }
|
---|
2159 |
|
---|
2160 | shader_glsl_get_sample_function(sampler_type, projected, texrect, &sample_function);
|
---|
2161 | mask |= sample_function.coord_mask;
|
---|
2162 |
|
---|
2163 | if (hex_version < WINED3DPS_VERSION(2,0)) {
|
---|
2164 | shader_glsl_get_write_mask(arg->dst, dst_swizzle);
|
---|
2165 | } else {
|
---|
2166 | shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
|
---|
2167 | }
|
---|
2168 |
|
---|
2169 | /* 1.0-1.3: Use destination register as coordinate source.
|
---|
2170 | 1.4+: Use provided coordinate source register. */
|
---|
2171 | if (hex_version < WINED3DPS_VERSION(1,4)) {
|
---|
2172 | char coord_mask[6];
|
---|
2173 | shader_glsl_get_write_mask(mask, coord_mask);
|
---|
2174 | shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
|
---|
2175 | sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
|
---|
2176 | } else {
|
---|
2177 | glsl_src_param_t coord_param;
|
---|
2178 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
|
---|
2179 | if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
|
---|
2180 | glsl_src_param_t bias;
|
---|
2181 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
|
---|
2182 |
|
---|
2183 | shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n",
|
---|
2184 | sample_function.name, sampler_idx, coord_param.param_str,
|
---|
2185 | bias.param_str, dst_swizzle);
|
---|
2186 | } else {
|
---|
2187 | shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
|
---|
2188 | sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
|
---|
2189 | }
|
---|
2190 | }
|
---|
2191 | }
|
---|
2192 |
|
---|
2193 | static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
|
---|
2194 | {
|
---|
2195 | IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
|
---|
2196 | IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
---|
2197 | glsl_sample_function_t sample_function;
|
---|
2198 | glsl_src_param_t coord_param, lod_param;
|
---|
2199 | char dst_swizzle[6];
|
---|
2200 | DWORD sampler_type;
|
---|
2201 | DWORD sampler_idx;
|
---|
2202 | BOOL texrect = FALSE;
|
---|
2203 |
|
---|
2204 | shader_glsl_append_dst(arg->buffer, arg);
|
---|
2205 | shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
|
---|
2206 |
|
---|
2207 | sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
|
---|
2208 | sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
|
---|
2209 | if(deviceImpl->stateBlock->textures[sampler_idx] &&
|
---|
2210 | IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
|
---|
2211 | texrect = TRUE;
|
---|
2212 | }
|
---|
2213 | shader_glsl_get_sample_function(sampler_type, FALSE, texrect, &sample_function); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param);
|
---|
2214 |
|
---|
2215 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
|
---|
2216 |
|
---|
2217 | if (shader_is_pshader_version(This->baseShader.hex_version)) {
|
---|
2218 | /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
|
---|
2219 | * However, they seem to work just fine in fragment shaders as well. */
|
---|
2220 | WARN("Using %sLod in fragment shader.\n", sample_function.name);
|
---|
2221 | shader_addline(arg->buffer, "%sLod(Psampler%u, %s, %s)%s);\n",
|
---|
2222 | sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
|
---|
2223 | } else {
|
---|
2224 | shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n",
|
---|
2225 | sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
|
---|
2226 | }
|
---|
2227 | }
|
---|
2228 |
|
---|
2229 | static void pshader_glsl_texcoord(const SHADER_OPCODE_ARG *arg)
|
---|
2230 | {
|
---|
2231 | /* FIXME: Make this work for more than just 2D textures */
|
---|
2232 |
|
---|
2233 | IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
---|
2234 | SHADER_BUFFER* buffer = arg->buffer;
|
---|
2235 | DWORD hex_version = This->baseShader.hex_version;
|
---|
2236 | DWORD write_mask;
|
---|
2237 | char dst_mask[6];
|
---|
2238 |
|
---|
2239 | write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
---|
2240 | shader_glsl_get_write_mask(write_mask, dst_mask);
|
---|
2241 |
|
---|
2242 | if (hex_version != WINED3DPS_VERSION(1,4)) {
|
---|
2243 | DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
---|
2244 | shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
|
---|
2245 | } else {
|
---|
2246 | DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
|
---|
2247 | DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
|
---|
2248 | char dst_swizzle[6];
|
---|
2249 |
|
---|
2250 | shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
|
---|
2251 |
|
---|
2252 | if (src_mod == WINED3DSPSM_DZ) {
|
---|
2253 | glsl_src_param_t div_param;
|
---|
2254 | unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
2255 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
|
---|
2256 |
|
---|
2257 | if (mask_size > 1) {
|
---|
2258 | shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
|
---|
2259 | } else {
|
---|
2260 | shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
|
---|
2261 | }
|
---|
2262 | } else if (src_mod == WINED3DSPSM_DW) {
|
---|
2263 | glsl_src_param_t div_param;
|
---|
2264 | unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
2265 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
|
---|
2266 |
|
---|
2267 | if (mask_size > 1) {
|
---|
2268 | shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
|
---|
2269 | } else {
|
---|
2270 | shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
|
---|
2271 | }
|
---|
2272 | } else {
|
---|
2273 | shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
|
---|
2274 | }
|
---|
2275 | }
|
---|
2276 | }
|
---|
2277 |
|
---|
2278 | /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
|
---|
2279 | * Take a 3-component dot product of the TexCoord[dstreg] and src,
|
---|
2280 | * then perform a 1D texture lookup from stage dstregnum, place into dst. */
|
---|
2281 | static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
|
---|
2282 | {
|
---|
2283 | glsl_src_param_t src0_param;
|
---|
2284 | char dst_mask[6];
|
---|
2285 | glsl_sample_function_t sample_function;
|
---|
2286 | DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
|
---|
2287 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2288 | DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
|
---|
2289 |
|
---|
2290 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
---|
2291 |
|
---|
2292 | shader_glsl_append_dst(arg->buffer, arg);
|
---|
2293 | shader_glsl_get_write_mask(arg->dst, dst_mask);
|
---|
2294 |
|
---|
2295 | /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
|
---|
2296 | * scalar, and projected sampling would require 4.
|
---|
2297 | *
|
---|
2298 | * It is a dependent read - not valid with conditional NP2 textures
|
---|
2299 | */
|
---|
2300 | shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
|
---|
2301 |
|
---|
2302 | switch(count_bits(sample_function.coord_mask)) {
|
---|
2303 | case 1:
|
---|
2304 | shader_addline(arg->buffer, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
|
---|
2305 | sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
|
---|
2306 | break;
|
---|
2307 |
|
---|
2308 | case 2:
|
---|
2309 | shader_addline(arg->buffer, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
|
---|
2310 | sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
|
---|
2311 | break;
|
---|
2312 |
|
---|
2313 | case 3:
|
---|
2314 | shader_addline(arg->buffer, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
|
---|
2315 | sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
|
---|
2316 | break;
|
---|
2317 | default:
|
---|
2318 | FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
|
---|
2319 | }
|
---|
2320 | }
|
---|
2321 |
|
---|
2322 | /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
|
---|
2323 | * Take a 3-component dot product of the TexCoord[dstreg] and src. */
|
---|
2324 | static void pshader_glsl_texdp3(const SHADER_OPCODE_ARG *arg)
|
---|
2325 | {
|
---|
2326 | glsl_src_param_t src0_param;
|
---|
2327 | DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
|
---|
2328 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2329 | DWORD dst_mask;
|
---|
2330 | unsigned int mask_size;
|
---|
2331 |
|
---|
2332 | dst_mask = shader_glsl_append_dst(arg->buffer, arg);
|
---|
2333 | mask_size = shader_glsl_get_write_mask_size(dst_mask);
|
---|
2334 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
---|
2335 |
|
---|
2336 | if (mask_size > 1) {
|
---|
2337 | shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
|
---|
2338 | } else {
|
---|
2339 | shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
|
---|
2340 | }
|
---|
2341 | }
|
---|
2342 |
|
---|
2343 | /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
|
---|
2344 | * Calculate the depth as dst.x / dst.y */
|
---|
2345 | static void pshader_glsl_texdepth(const SHADER_OPCODE_ARG *arg)
|
---|
2346 | {
|
---|
2347 | glsl_dst_param_t dst_param;
|
---|
2348 |
|
---|
2349 | shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
|
---|
2350 |
|
---|
2351 | /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
|
---|
2352 | * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
|
---|
2353 | * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
|
---|
2354 | * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
|
---|
2355 | * >= 1.0 or < 0.0
|
---|
2356 | */
|
---|
2357 | shader_addline(arg->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", dst_param.reg_name, dst_param.reg_name);
|
---|
2358 | }
|
---|
2359 |
|
---|
2360 | /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
|
---|
2361 | * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
|
---|
2362 | * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
|
---|
2363 | * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
|
---|
2364 | */
|
---|
2365 | static void pshader_glsl_texm3x2depth(const SHADER_OPCODE_ARG *arg)
|
---|
2366 | {
|
---|
2367 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2368 | DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
|
---|
2369 | glsl_src_param_t src0_param;
|
---|
2370 |
|
---|
2371 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
---|
2372 |
|
---|
2373 | shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
|
---|
2374 | shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
|
---|
2375 | }
|
---|
2376 |
|
---|
2377 | /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
|
---|
2378 | * Calculate the 1st of a 2-row matrix multiplication. */
|
---|
2379 | static void pshader_glsl_texm3x2pad(const SHADER_OPCODE_ARG *arg)
|
---|
2380 | {
|
---|
2381 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2382 | DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
---|
2383 | SHADER_BUFFER* buffer = arg->buffer;
|
---|
2384 | glsl_src_param_t src0_param;
|
---|
2385 |
|
---|
2386 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
---|
2387 | shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
---|
2388 | }
|
---|
2389 |
|
---|
2390 | /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
|
---|
2391 | * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
|
---|
2392 | static void pshader_glsl_texm3x3pad(const SHADER_OPCODE_ARG* arg)
|
---|
2393 | {
|
---|
2394 | IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
|
---|
2395 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2396 | DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
---|
2397 | SHADER_BUFFER* buffer = arg->buffer;
|
---|
2398 | SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
|
---|
2399 | glsl_src_param_t src0_param;
|
---|
2400 |
|
---|
2401 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
---|
2402 | shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
|
---|
2403 | current_state->texcoord_w[current_state->current_row++] = reg;
|
---|
2404 | }
|
---|
2405 |
|
---|
2406 | static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG *arg)
|
---|
2407 | {
|
---|
2408 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2409 | DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
---|
2410 | SHADER_BUFFER* buffer = arg->buffer;
|
---|
2411 | glsl_src_param_t src0_param;
|
---|
2412 | char dst_mask[6];
|
---|
2413 |
|
---|
2414 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
---|
2415 | shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
---|
2416 |
|
---|
2417 | shader_glsl_append_dst(buffer, arg);
|
---|
2418 | shader_glsl_get_write_mask(arg->dst, dst_mask);
|
---|
2419 |
|
---|
2420 | /* Sample the texture using the calculated coordinates */
|
---|
2421 | shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask);
|
---|
2422 | }
|
---|
2423 |
|
---|
2424 | /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
|
---|
2425 | * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
|
---|
2426 | static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg)
|
---|
2427 | {
|
---|
2428 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2429 | glsl_src_param_t src0_param;
|
---|
2430 | char dst_mask[6];
|
---|
2431 | DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
---|
2432 | IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
---|
2433 | SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
|
---|
2434 | DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
|
---|
2435 | glsl_sample_function_t sample_function;
|
---|
2436 |
|
---|
2437 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
---|
2438 | shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
---|
2439 |
|
---|
2440 | shader_glsl_append_dst(arg->buffer, arg);
|
---|
2441 | shader_glsl_get_write_mask(arg->dst, dst_mask);
|
---|
2442 | /* Dependent read, not valid with conditional NP2 */
|
---|
2443 | shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
|
---|
2444 |
|
---|
2445 | /* Sample the texture using the calculated coordinates */
|
---|
2446 | shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
|
---|
2447 |
|
---|
2448 | current_state->current_row = 0;
|
---|
2449 | }
|
---|
2450 |
|
---|
2451 | /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
|
---|
2452 | * Perform the 3rd row of a 3x3 matrix multiply */
|
---|
2453 | static void pshader_glsl_texm3x3(const SHADER_OPCODE_ARG *arg)
|
---|
2454 | {
|
---|
2455 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2456 | glsl_src_param_t src0_param;
|
---|
2457 | char dst_mask[6];
|
---|
2458 | DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
---|
2459 | IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
---|
2460 | SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
|
---|
2461 |
|
---|
2462 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
---|
2463 |
|
---|
2464 | shader_glsl_append_dst(arg->buffer, arg);
|
---|
2465 | shader_glsl_get_write_mask(arg->dst, dst_mask);
|
---|
2466 | shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
|
---|
2467 |
|
---|
2468 | current_state->current_row = 0;
|
---|
2469 | }
|
---|
2470 |
|
---|
2471 | /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
|
---|
2472 | * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
|
---|
2473 | static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg)
|
---|
2474 | {
|
---|
2475 | IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
|
---|
2476 | DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
---|
2477 | glsl_src_param_t src0_param;
|
---|
2478 | glsl_src_param_t src1_param;
|
---|
2479 | char dst_mask[6];
|
---|
2480 | SHADER_BUFFER* buffer = arg->buffer;
|
---|
2481 | SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
|
---|
2482 | DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
|
---|
2483 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2484 | glsl_sample_function_t sample_function;
|
---|
2485 |
|
---|
2486 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
---|
2487 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
|
---|
2488 |
|
---|
2489 | /* Perform the last matrix multiply operation */
|
---|
2490 | shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
---|
2491 | /* Reflection calculation */
|
---|
2492 | shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
|
---|
2493 |
|
---|
2494 | shader_glsl_append_dst(buffer, arg);
|
---|
2495 | shader_glsl_get_write_mask(arg->dst, dst_mask);
|
---|
2496 | /* Dependent read, not valid with conditional NP2 */
|
---|
2497 | shader_glsl_get_sample_function(stype, FALSE, FALSE, &sample_function);
|
---|
2498 |
|
---|
2499 | /* Sample the texture */
|
---|
2500 | shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
|
---|
2501 |
|
---|
2502 | current_state->current_row = 0;
|
---|
2503 | }
|
---|
2504 |
|
---|
2505 | /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
|
---|
2506 | * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
|
---|
2507 | static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
|
---|
2508 | {
|
---|
2509 | IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
|
---|
2510 | DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
---|
2511 | SHADER_BUFFER* buffer = arg->buffer;
|
---|
2512 | SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
|
---|
2513 | glsl_src_param_t src0_param;
|
---|
2514 | char dst_mask[6];
|
---|
2515 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2516 | DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
|
---|
2517 | glsl_sample_function_t sample_function;
|
---|
2518 |
|
---|
2519 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
---|
2520 |
|
---|
2521 | /* Perform the last matrix multiply operation */
|
---|
2522 | shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
|
---|
2523 |
|
---|
2524 | /* Construct the eye-ray vector from w coordinates */
|
---|
2525 | shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
|
---|
2526 | current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
|
---|
2527 | shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
|
---|
2528 |
|
---|
2529 | shader_glsl_append_dst(buffer, arg);
|
---|
2530 | shader_glsl_get_write_mask(arg->dst, dst_mask);
|
---|
2531 | /* Dependent read, not valid with conditional NP2 */
|
---|
2532 | shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
|
---|
2533 |
|
---|
2534 | /* Sample the texture using the calculated coordinates */
|
---|
2535 | shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
|
---|
2536 |
|
---|
2537 | current_state->current_row = 0;
|
---|
2538 | }
|
---|
2539 |
|
---|
2540 | /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
|
---|
2541 | * Apply a fake bump map transform.
|
---|
2542 | * texbem is pshader <= 1.3 only, this saves a few version checks
|
---|
2543 | */
|
---|
2544 | static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg)
|
---|
2545 | {
|
---|
2546 | IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
---|
2547 | IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
---|
2548 | char dst_swizzle[6];
|
---|
2549 | glsl_sample_function_t sample_function;
|
---|
2550 | glsl_src_param_t coord_param;
|
---|
2551 | DWORD sampler_type;
|
---|
2552 | DWORD sampler_idx;
|
---|
2553 | DWORD mask;
|
---|
2554 | DWORD flags;
|
---|
2555 | char coord_mask[6];
|
---|
2556 |
|
---|
2557 | sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
|
---|
2558 | flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
|
---|
2559 |
|
---|
2560 | sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
|
---|
2561 | /* Dependent read, not valid with conditional NP2 */
|
---|
2562 | shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
|
---|
2563 | mask = sample_function.coord_mask;
|
---|
2564 |
|
---|
2565 | shader_glsl_get_write_mask(arg->dst, dst_swizzle);
|
---|
2566 |
|
---|
2567 | shader_glsl_get_write_mask(mask, coord_mask);
|
---|
2568 |
|
---|
2569 | /* with projective textures, texbem only divides the static texture coord, not the displacement,
|
---|
2570 | * so we can't let the GL handle this.
|
---|
2571 | */
|
---|
2572 | if (flags & WINED3DTTFF_PROJECTED) {
|
---|
2573 | DWORD div_mask=0;
|
---|
2574 | char coord_div_mask[3];
|
---|
2575 | switch (flags & ~WINED3DTTFF_PROJECTED) {
|
---|
2576 | case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
|
---|
2577 | case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
|
---|
2578 | case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
|
---|
2579 | case WINED3DTTFF_COUNT4:
|
---|
2580 | case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
|
---|
2581 | }
|
---|
2582 | shader_glsl_get_write_mask(div_mask, coord_div_mask);
|
---|
2583 | shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
|
---|
2584 | }
|
---|
2585 |
|
---|
2586 | shader_glsl_append_dst(arg->buffer, arg);
|
---|
2587 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
|
---|
2588 | if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
|
---|
2589 | glsl_src_param_t luminance_param;
|
---|
2590 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
|
---|
2591 | shader_addline(arg->buffer, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )*(%s * luminancescale%d + luminanceoffset%d))%s);\n",
|
---|
2592 | sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask,
|
---|
2593 | luminance_param.param_str, sampler_idx, sampler_idx, dst_swizzle);
|
---|
2594 | } else {
|
---|
2595 | shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )%s);\n",
|
---|
2596 | sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask, dst_swizzle);
|
---|
2597 | }
|
---|
2598 | }
|
---|
2599 |
|
---|
2600 | static void pshader_glsl_bem(const SHADER_OPCODE_ARG *arg)
|
---|
2601 | {
|
---|
2602 | glsl_src_param_t src0_param, src1_param;
|
---|
2603 | DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
|
---|
2604 |
|
---|
2605 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
|
---|
2606 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
|
---|
2607 |
|
---|
2608 | shader_glsl_append_dst(arg->buffer, arg);
|
---|
2609 | shader_addline(arg->buffer, "%s + bumpenvmat%d * %s);\n",
|
---|
2610 | src0_param.param_str, sampler_idx, src1_param.param_str);
|
---|
2611 | }
|
---|
2612 |
|
---|
2613 | /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
|
---|
2614 | * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
|
---|
2615 | static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG *arg)
|
---|
2616 | {
|
---|
2617 | glsl_src_param_t src0_param;
|
---|
2618 | DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
|
---|
2619 | char dst_mask[6];
|
---|
2620 |
|
---|
2621 | shader_glsl_append_dst(arg->buffer, arg);
|
---|
2622 | shader_glsl_get_write_mask(arg->dst, dst_mask);
|
---|
2623 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
|
---|
2624 |
|
---|
2625 | shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
|
---|
2626 | }
|
---|
2627 |
|
---|
2628 | /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
|
---|
2629 | * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
|
---|
2630 | static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG *arg)
|
---|
2631 | {
|
---|
2632 | glsl_src_param_t src0_param;
|
---|
2633 | DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
|
---|
2634 | char dst_mask[6];
|
---|
2635 |
|
---|
2636 | shader_glsl_append_dst(arg->buffer, arg);
|
---|
2637 | shader_glsl_get_write_mask(arg->dst, dst_mask);
|
---|
2638 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
|
---|
2639 |
|
---|
2640 | shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
|
---|
2641 | }
|
---|
2642 |
|
---|
2643 | /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
|
---|
2644 | * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
|
---|
2645 | static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg)
|
---|
2646 | {
|
---|
2647 | glsl_src_param_t src0_param;
|
---|
2648 | char dst_mask[6];
|
---|
2649 | DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
|
---|
2650 | DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
|
---|
2651 | glsl_sample_function_t sample_function;
|
---|
2652 |
|
---|
2653 | shader_glsl_append_dst(arg->buffer, arg);
|
---|
2654 | shader_glsl_get_write_mask(arg->dst, dst_mask);
|
---|
2655 | /* Dependent read, not valid with conditional NP2 */
|
---|
2656 | shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
|
---|
2657 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
|
---|
2658 |
|
---|
2659 | shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);
|
---|
2660 | }
|
---|
2661 |
|
---|
2662 | /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
|
---|
2663 | * If any of the first 3 components are < 0, discard this pixel */
|
---|
2664 | static void pshader_glsl_texkill(const SHADER_OPCODE_ARG *arg)
|
---|
2665 | {
|
---|
2666 | IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
---|
2667 | DWORD hex_version = This->baseShader.hex_version;
|
---|
2668 | glsl_dst_param_t dst_param;
|
---|
2669 |
|
---|
2670 | /* The argument is a destination parameter, and no writemasks are allowed */
|
---|
2671 | shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
|
---|
2672 | if((hex_version >= WINED3DPS_VERSION(2,0))) {
|
---|
2673 | /* 2.0 shaders compare all 4 components in texkill */
|
---|
2674 | shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
|
---|
2675 | } else {
|
---|
2676 | /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
|
---|
2677 | * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
|
---|
2678 | * 4 components are defined, only the first 3 are used
|
---|
2679 | */
|
---|
2680 | shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
|
---|
2681 | }
|
---|
2682 | }
|
---|
2683 |
|
---|
2684 | /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
|
---|
2685 | * dst = dot2(src0, src1) + src2 */
|
---|
2686 | static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG *arg)
|
---|
2687 | {
|
---|
2688 | glsl_src_param_t src0_param;
|
---|
2689 | glsl_src_param_t src1_param;
|
---|
2690 | glsl_src_param_t src2_param;
|
---|
2691 | DWORD write_mask;
|
---|
2692 | unsigned int mask_size;
|
---|
2693 |
|
---|
2694 | write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
---|
2695 | mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
2696 |
|
---|
2697 | shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
|
---|
2698 | shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
|
---|
2699 | shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
|
---|
2700 |
|
---|
2701 | if (mask_size > 1) {
|
---|
2702 | shader_addline(arg->buffer, "vec%d(dot(%s, %s) + %s));\n", mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
2703 | } else {
|
---|
2704 | shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
2705 | }
|
---|
2706 | }
|
---|
2707 |
|
---|
2708 | static void pshader_glsl_input_pack(SHADER_BUFFER* buffer, const struct semantic* semantics_in,
|
---|
2709 | IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
|
---|
2710 | {
|
---|
2711 | unsigned int i;
|
---|
2712 | IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
|
---|
2713 |
|
---|
2714 | for (i = 0; i < MAX_REG_INPUT; i++) {
|
---|
2715 |
|
---|
2716 | DWORD usage_token = semantics_in[i].usage;
|
---|
2717 | DWORD register_token = semantics_in[i].reg;
|
---|
2718 | DWORD usage, usage_idx;
|
---|
2719 | char reg_mask[6];
|
---|
2720 |
|
---|
2721 | /* Uninitialized */
|
---|
2722 | if (!usage_token) continue;
|
---|
2723 | usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
|
---|
2724 | usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
|
---|
2725 | shader_glsl_get_write_mask(register_token, reg_mask);
|
---|
2726 |
|
---|
2727 | switch(usage) {
|
---|
2728 |
|
---|
2729 | case WINED3DDECLUSAGE_TEXCOORD:
|
---|
2730 | if(usage_idx < 8 && vertexprocessing == pretransformed) {
|
---|
2731 | shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
|
---|
2732 | This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
|
---|
2733 | } else {
|
---|
2734 | shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
2735 | This->input_reg_map[i], reg_mask, reg_mask);
|
---|
2736 | }
|
---|
2737 | break;
|
---|
2738 |
|
---|
2739 | case WINED3DDECLUSAGE_COLOR:
|
---|
2740 | if (usage_idx == 0)
|
---|
2741 | shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
|
---|
2742 | This->input_reg_map[i], reg_mask, reg_mask);
|
---|
2743 | else if (usage_idx == 1)
|
---|
2744 | shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
|
---|
2745 | This->input_reg_map[i], reg_mask, reg_mask);
|
---|
2746 | else
|
---|
2747 | shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
2748 | This->input_reg_map[i], reg_mask, reg_mask);
|
---|
2749 | break;
|
---|
2750 |
|
---|
2751 | default:
|
---|
2752 | shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
2753 | This->input_reg_map[i], reg_mask, reg_mask);
|
---|
2754 | }
|
---|
2755 | }
|
---|
2756 | }
|
---|
2757 |
|
---|
2758 | /*********************************************
|
---|
2759 | * Vertex Shader Specific Code begins here
|
---|
2760 | ********************************************/
|
---|
2761 |
|
---|
2762 | static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
|
---|
2763 | glsl_program_key_t *key;
|
---|
2764 |
|
---|
2765 | key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
|
---|
2766 | key->vshader = entry->vshader;
|
---|
2767 | key->pshader = entry->pshader;
|
---|
2768 | key->ps_args = entry->ps_args;
|
---|
2769 |
|
---|
2770 | hash_table_put(priv->glsl_program_lookup, key, entry);
|
---|
2771 | }
|
---|
2772 |
|
---|
2773 | static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
|
---|
2774 | GLhandleARB vshader, IWineD3DPixelShader *pshader, struct ps_compile_args *ps_args) {
|
---|
2775 | glsl_program_key_t key;
|
---|
2776 |
|
---|
2777 | key.vshader = vshader;
|
---|
2778 | key.pshader = pshader;
|
---|
2779 | key.ps_args = *ps_args;
|
---|
2780 |
|
---|
2781 | return (struct glsl_shader_prog_link *)hash_table_get(priv->glsl_program_lookup, &key);
|
---|
2782 | }
|
---|
2783 |
|
---|
2784 | static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
|
---|
2785 | struct glsl_shader_prog_link *entry)
|
---|
2786 | {
|
---|
2787 | glsl_program_key_t *key;
|
---|
2788 |
|
---|
2789 | key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
|
---|
2790 | key->vshader = entry->vshader;
|
---|
2791 | key->pshader = entry->pshader;
|
---|
2792 | key->ps_args = entry->ps_args;
|
---|
2793 | hash_table_remove(priv->glsl_program_lookup, key);
|
---|
2794 |
|
---|
2795 | GL_EXTCALL(glDeleteObjectARB(entry->programId));
|
---|
2796 | if (entry->vshader) list_remove(&entry->vshader_entry);
|
---|
2797 | if (entry->pshader) list_remove(&entry->pshader_entry);
|
---|
2798 | HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
|
---|
2799 | HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
|
---|
2800 | HeapFree(GetProcessHeap(), 0, entry);
|
---|
2801 | }
|
---|
2802 |
|
---|
2803 | static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *semantics_in,
|
---|
2804 | const struct semantic *semantics_out, const WineD3D_GL_Info *gl_info, const DWORD *map)
|
---|
2805 | {
|
---|
2806 | unsigned int i, j;
|
---|
2807 | DWORD usage_token, usage_token_out;
|
---|
2808 | DWORD register_token, register_token_out;
|
---|
2809 | DWORD usage, usage_idx, usage_out, usage_idx_out;
|
---|
2810 | DWORD *set;
|
---|
2811 | DWORD in_idx;
|
---|
2812 | DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
|
---|
2813 | char reg_mask[6], reg_mask_out[6];
|
---|
2814 | char destination[50];
|
---|
2815 |
|
---|
2816 | set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
|
---|
2817 |
|
---|
2818 | if (!semantics_out) {
|
---|
2819 | /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
|
---|
2820 | shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
|
---|
2821 | shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
|
---|
2822 | }
|
---|
2823 |
|
---|
2824 | for(i = 0; i < MAX_REG_INPUT; i++) {
|
---|
2825 | usage_token = semantics_in[i].usage;
|
---|
2826 | if (!usage_token) continue;
|
---|
2827 |
|
---|
2828 | in_idx = map[i];
|
---|
2829 | if (in_idx >= (in_count + 2)) {
|
---|
2830 | FIXME("More input varyings declared than supported, expect issues\n");
|
---|
2831 | continue;
|
---|
2832 | } else if(map[i] == -1) {
|
---|
2833 | /* Declared, but not read register */
|
---|
2834 | continue;
|
---|
2835 | }
|
---|
2836 |
|
---|
2837 | if (in_idx == in_count) {
|
---|
2838 | sprintf(destination, "gl_FrontColor");
|
---|
2839 | } else if (in_idx == in_count + 1) {
|
---|
2840 | sprintf(destination, "gl_FrontSecondaryColor");
|
---|
2841 | } else {
|
---|
2842 | sprintf(destination, "IN[%u]", in_idx);
|
---|
2843 | }
|
---|
2844 |
|
---|
2845 | register_token = semantics_in[i].reg;
|
---|
2846 |
|
---|
2847 | usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
|
---|
2848 | usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
|
---|
2849 | set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
|
---|
2850 |
|
---|
2851 | if(!semantics_out) {
|
---|
2852 | switch(usage) {
|
---|
2853 | case WINED3DDECLUSAGE_COLOR:
|
---|
2854 | if (usage_idx == 0)
|
---|
2855 | shader_addline(buffer, "%s%s = front_color%s;\n",
|
---|
2856 | destination, reg_mask, reg_mask);
|
---|
2857 | else if (usage_idx == 1)
|
---|
2858 | shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
|
---|
2859 | destination, reg_mask, reg_mask);
|
---|
2860 | else
|
---|
2861 | shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
2862 | destination, reg_mask, reg_mask);
|
---|
2863 | break;
|
---|
2864 |
|
---|
2865 | case WINED3DDECLUSAGE_TEXCOORD:
|
---|
2866 | if (usage_idx < 8) {
|
---|
2867 | shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
|
---|
2868 | destination, reg_mask, usage_idx, reg_mask);
|
---|
2869 | } else {
|
---|
2870 | shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
2871 | destination, reg_mask, reg_mask);
|
---|
2872 | }
|
---|
2873 | break;
|
---|
2874 |
|
---|
2875 | case WINED3DDECLUSAGE_FOG:
|
---|
2876 | shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
|
---|
2877 | destination, reg_mask, reg_mask);
|
---|
2878 | break;
|
---|
2879 |
|
---|
2880 | default:
|
---|
2881 | shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
2882 | destination, reg_mask, reg_mask);
|
---|
2883 | }
|
---|
2884 | } else {
|
---|
2885 | BOOL found = FALSE;
|
---|
2886 | for(j = 0; j < MAX_REG_OUTPUT; j++) {
|
---|
2887 | usage_token_out = semantics_out[j].usage;
|
---|
2888 | if (!usage_token_out) continue;
|
---|
2889 | register_token_out = semantics_out[j].reg;
|
---|
2890 |
|
---|
2891 | usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
|
---|
2892 | usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
|
---|
2893 | shader_glsl_get_write_mask(register_token_out, reg_mask_out);
|
---|
2894 |
|
---|
2895 | if(usage == usage_out &&
|
---|
2896 | usage_idx == usage_idx_out) {
|
---|
2897 | shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
|
---|
2898 | destination, reg_mask, j, reg_mask);
|
---|
2899 | found = TRUE;
|
---|
2900 | }
|
---|
2901 | }
|
---|
2902 | if(!found) {
|
---|
2903 | shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
2904 | destination, reg_mask, reg_mask);
|
---|
2905 | }
|
---|
2906 | }
|
---|
2907 | }
|
---|
2908 |
|
---|
2909 | /* This is solely to make the compiler / linker happy and avoid warning about undefined
|
---|
2910 | * varyings. It shouldn't result in any real code executed on the GPU, since all read
|
---|
2911 | * input varyings are assigned above, if the optimizer works properly.
|
---|
2912 | */
|
---|
2913 | for(i = 0; i < in_count + 2; i++) {
|
---|
2914 | if(set[i] != WINED3DSP_WRITEMASK_ALL) {
|
---|
2915 | unsigned int size = 0;
|
---|
2916 | memset(reg_mask, 0, sizeof(reg_mask));
|
---|
2917 | if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
|
---|
2918 | reg_mask[size] = 'x';
|
---|
2919 | size++;
|
---|
2920 | }
|
---|
2921 | if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
|
---|
2922 | reg_mask[size] = 'y';
|
---|
2923 | size++;
|
---|
2924 | }
|
---|
2925 | if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
|
---|
2926 | reg_mask[size] = 'z';
|
---|
2927 | size++;
|
---|
2928 | }
|
---|
2929 | if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
|
---|
2930 | reg_mask[size] = 'w';
|
---|
2931 | size++;
|
---|
2932 | }
|
---|
2933 |
|
---|
2934 | if (i == in_count) {
|
---|
2935 | sprintf(destination, "gl_FrontColor");
|
---|
2936 | } else if (i == in_count + 1) {
|
---|
2937 | sprintf(destination, "gl_FrontSecondaryColor");
|
---|
2938 | } else {
|
---|
2939 | sprintf(destination, "IN[%u]", i);
|
---|
2940 | }
|
---|
2941 |
|
---|
2942 | if (size == 1) {
|
---|
2943 | shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
|
---|
2944 | } else {
|
---|
2945 | shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
|
---|
2946 | }
|
---|
2947 | }
|
---|
2948 | }
|
---|
2949 |
|
---|
2950 | HeapFree(GetProcessHeap(), 0, set);
|
---|
2951 | }
|
---|
2952 |
|
---|
2953 | static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
|
---|
2954 | IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
|
---|
2955 | {
|
---|
2956 | GLhandleARB ret = 0;
|
---|
2957 | IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
|
---|
2958 | IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
|
---|
2959 | IWineD3DDeviceImpl *device;
|
---|
2960 | DWORD vs_major = WINED3DSHADER_VERSION_MAJOR(vs->baseShader.hex_version);
|
---|
2961 | DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.hex_version) : 0;
|
---|
2962 | unsigned int i;
|
---|
2963 | SHADER_BUFFER buffer;
|
---|
2964 | DWORD usage_token;
|
---|
2965 | DWORD register_token;
|
---|
2966 | DWORD usage, usage_idx, writemask;
|
---|
2967 | char reg_mask[6];
|
---|
2968 | const struct semantic *semantics_out, *semantics_in;
|
---|
2969 |
|
---|
2970 | buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
|
---|
2971 | buffer.bsize = 0;
|
---|
2972 | buffer.lineNo = 0;
|
---|
2973 | buffer.newline = TRUE;
|
---|
2974 |
|
---|
2975 | shader_addline(&buffer, "#version 120\n");
|
---|
2976 |
|
---|
2977 | if(vs_major < 3 && ps_major < 3) {
|
---|
2978 | /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
|
---|
2979 | * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
|
---|
2980 | */
|
---|
2981 | device = (IWineD3DDeviceImpl *) vs->baseShader.device;
|
---|
2982 | if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
|
---|
2983 | !device->frag_pipe->ffp_proj_control) {
|
---|
2984 | shader_addline(&buffer, "void order_ps_input() {\n");
|
---|
2985 | for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
|
---|
2986 | if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
|
---|
2987 | vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
|
---|
2988 | shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
|
---|
2989 | }
|
---|
2990 | }
|
---|
2991 | shader_addline(&buffer, "}\n");
|
---|
2992 | } else {
|
---|
2993 | shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
|
---|
2994 | }
|
---|
2995 | } else if(ps_major < 3 && vs_major >= 3) {
|
---|
2996 | /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
|
---|
2997 | semantics_out = vs->semantics_out;
|
---|
2998 |
|
---|
2999 | shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
|
---|
3000 | for(i = 0; i < MAX_REG_OUTPUT; i++) {
|
---|
3001 | usage_token = semantics_out[i].usage;
|
---|
3002 | if (!usage_token) continue;
|
---|
3003 | register_token = semantics_out[i].reg;
|
---|
3004 |
|
---|
3005 | usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
|
---|
3006 | usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
|
---|
3007 | writemask = shader_glsl_get_write_mask(register_token, reg_mask);
|
---|
3008 |
|
---|
3009 | switch(usage) {
|
---|
3010 | case WINED3DDECLUSAGE_COLOR:
|
---|
3011 | if (usage_idx == 0)
|
---|
3012 | shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
|
---|
3013 | else if (usage_idx == 1)
|
---|
3014 | shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
|
---|
3015 | break;
|
---|
3016 |
|
---|
3017 | case WINED3DDECLUSAGE_POSITION:
|
---|
3018 | shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
|
---|
3019 | break;
|
---|
3020 |
|
---|
3021 | case WINED3DDECLUSAGE_TEXCOORD:
|
---|
3022 | if (usage_idx < 8) {
|
---|
3023 | if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
|
---|
3024 |
|
---|
3025 | shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
|
---|
3026 | usage_idx, reg_mask, i, reg_mask);
|
---|
3027 | if(!(writemask & WINED3DSP_WRITEMASK_3)) {
|
---|
3028 | shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
|
---|
3029 | }
|
---|
3030 | }
|
---|
3031 | break;
|
---|
3032 |
|
---|
3033 | case WINED3DDECLUSAGE_PSIZE:
|
---|
3034 | shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
|
---|
3035 | break;
|
---|
3036 |
|
---|
3037 | case WINED3DDECLUSAGE_FOG:
|
---|
3038 | shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
|
---|
3039 | break;
|
---|
3040 |
|
---|
3041 | default:
|
---|
3042 | break;
|
---|
3043 | }
|
---|
3044 | }
|
---|
3045 | shader_addline(&buffer, "}\n");
|
---|
3046 |
|
---|
3047 | } else if(ps_major >= 3 && vs_major >= 3) {
|
---|
3048 | semantics_out = vs->semantics_out;
|
---|
3049 | semantics_in = ps->semantics_in;
|
---|
3050 |
|
---|
3051 | /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
|
---|
3052 | shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
|
---|
3053 | shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
|
---|
3054 |
|
---|
3055 | /* First, sort out position and point size. Those are not passed to the pixel shader */
|
---|
3056 | for(i = 0; i < MAX_REG_OUTPUT; i++) {
|
---|
3057 | usage_token = semantics_out[i].usage;
|
---|
3058 | if (!usage_token) continue;
|
---|
3059 | register_token = semantics_out[i].reg;
|
---|
3060 |
|
---|
3061 | usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
|
---|
3062 | usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
|
---|
3063 | shader_glsl_get_write_mask(register_token, reg_mask);
|
---|
3064 |
|
---|
3065 | switch(usage) {
|
---|
3066 | case WINED3DDECLUSAGE_POSITION:
|
---|
3067 | shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
|
---|
3068 | break;
|
---|
3069 |
|
---|
3070 | case WINED3DDECLUSAGE_PSIZE:
|
---|
3071 | shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
|
---|
3072 | break;
|
---|
3073 |
|
---|
3074 | default:
|
---|
3075 | break;
|
---|
3076 | }
|
---|
3077 | }
|
---|
3078 |
|
---|
3079 | /* Then, fix the pixel shader input */
|
---|
3080 | handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
|
---|
3081 |
|
---|
3082 | shader_addline(&buffer, "}\n");
|
---|
3083 | } else if(ps_major >= 3 && vs_major < 3) {
|
---|
3084 | semantics_in = ps->semantics_in;
|
---|
3085 |
|
---|
3086 | shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
|
---|
3087 | shader_addline(&buffer, "void order_ps_input() {\n");
|
---|
3088 | /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
|
---|
3089 | * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
|
---|
3090 | * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
|
---|
3091 | */
|
---|
3092 | handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
|
---|
3093 | shader_addline(&buffer, "}\n");
|
---|
3094 | } else {
|
---|
3095 | ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
|
---|
3096 | }
|
---|
3097 |
|
---|
3098 | ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
|
---|
3099 | checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
|
---|
3100 | GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
|
---|
3101 | checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
|
---|
3102 | GL_EXTCALL(glCompileShaderARB(ret));
|
---|
3103 | checkGLcall("glCompileShaderARB(ret)");
|
---|
3104 |
|
---|
3105 | HeapFree(GetProcessHeap(), 0, buffer.buffer);
|
---|
3106 | return ret;
|
---|
3107 | }
|
---|
3108 |
|
---|
3109 | static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
|
---|
3110 | GLhandleARB programId, char prefix)
|
---|
3111 | {
|
---|
3112 | const local_constant *lconst;
|
---|
3113 | GLuint tmp_loc;
|
---|
3114 | const float *value;
|
---|
3115 | char glsl_name[8];
|
---|
3116 |
|
---|
3117 | LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
|
---|
3118 | value = (const float *)lconst->value;
|
---|
3119 | _snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
|
---|
3120 | tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
---|
3121 | GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
|
---|
3122 | }
|
---|
3123 | checkGLcall("Hardcoding local constants\n");
|
---|
3124 | }
|
---|
3125 |
|
---|
3126 | /** Sets the GLSL program ID for the given pixel and vertex shader combination.
|
---|
3127 | * It sets the programId on the current StateBlock (because it should be called
|
---|
3128 | * inside of the DrawPrimitive() part of the render loop).
|
---|
3129 | *
|
---|
3130 | * If a program for the given combination does not exist, create one, and store
|
---|
3131 | * the program in the hash table. If it creates a program, it will link the
|
---|
3132 | * given objects, too.
|
---|
3133 | */
|
---|
3134 | static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
|
---|
3135 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3136 | struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
|
---|
3137 | const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
---|
3138 | IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
|
---|
3139 | IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
|
---|
3140 | struct glsl_shader_prog_link *entry = NULL;
|
---|
3141 | GLhandleARB programId = 0;
|
---|
3142 | GLhandleARB reorder_shader_id = 0;
|
---|
3143 | int i;
|
---|
3144 | char glsl_name[8];
|
---|
3145 | GLhandleARB vshader_id, pshader_id;
|
---|
3146 | struct ps_compile_args compile_args;
|
---|
3147 |
|
---|
3148 | if(use_vs) {
|
---|
3149 | IWineD3DVertexShaderImpl_CompileShader(vshader);
|
---|
3150 | vshader_id = ((IWineD3DVertexShaderImpl*)vshader)->prgId;
|
---|
3151 | } else {
|
---|
3152 | vshader_id = 0;
|
---|
3153 | }
|
---|
3154 | if(use_ps) {
|
---|
3155 | find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &compile_args);
|
---|
3156 | } else {
|
---|
3157 | /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
|
---|
3158 | memset(&compile_args, 0, sizeof(compile_args));
|
---|
3159 | }
|
---|
3160 | entry = get_glsl_program_entry(priv, vshader_id, pshader, &compile_args);
|
---|
3161 | if (entry) {
|
---|
3162 | priv->glsl_program = entry;
|
---|
3163 | return;
|
---|
3164 | }
|
---|
3165 |
|
---|
3166 | /* If we get to this point, then no matching program exists, so we create one */
|
---|
3167 | programId = GL_EXTCALL(glCreateProgramObjectARB());
|
---|
3168 | TRACE("Created new GLSL shader program %u\n", programId);
|
---|
3169 |
|
---|
3170 | /* Create the entry */
|
---|
3171 | entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
|
---|
3172 | entry->programId = programId;
|
---|
3173 | entry->vshader = vshader_id;
|
---|
3174 | entry->pshader = pshader;
|
---|
3175 | entry->ps_args = compile_args;
|
---|
3176 | /* Add the hash table entry */
|
---|
3177 | add_glsl_program_entry(priv, entry);
|
---|
3178 |
|
---|
3179 | /* Set the current program */
|
---|
3180 | priv->glsl_program = entry;
|
---|
3181 |
|
---|
3182 | /* Attach GLSL vshader */
|
---|
3183 | if (vshader_id) {
|
---|
3184 | int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
|
---|
3185 | char tmp_name[10];
|
---|
3186 |
|
---|
3187 | reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
|
---|
3188 | TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
|
---|
3189 | GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
|
---|
3190 | checkGLcall("glAttachObjectARB");
|
---|
3191 | /* Flag the reorder function for deletion, then it will be freed automatically when the program
|
---|
3192 | * is destroyed
|
---|
3193 | */
|
---|
3194 | GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
|
---|
3195 |
|
---|
3196 | TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
|
---|
3197 | GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
|
---|
3198 | checkGLcall("glAttachObjectARB");
|
---|
3199 |
|
---|
3200 | /* Bind vertex attributes to a corresponding index number to match
|
---|
3201 | * the same index numbers as ARB_vertex_programs (makes loading
|
---|
3202 | * vertex attributes simpler). With this method, we can use the
|
---|
3203 | * exact same code to load the attributes later for both ARB and
|
---|
3204 | * GLSL shaders.
|
---|
3205 | *
|
---|
3206 | * We have to do this here because we need to know the Program ID
|
---|
3207 | * in order to make the bindings work, and it has to be done prior
|
---|
3208 | * to linking the GLSL program. */
|
---|
3209 | for (i = 0; i < max_attribs; ++i) {
|
---|
3210 | if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
|
---|
3211 | _snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
|
---|
3212 | GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
|
---|
3213 | }
|
---|
3214 | }
|
---|
3215 | checkGLcall("glBindAttribLocationARB");
|
---|
3216 |
|
---|
3217 | list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
|
---|
3218 | }
|
---|
3219 |
|
---|
3220 | if(use_ps) {
|
---|
3221 | pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &compile_args);
|
---|
3222 | } else {
|
---|
3223 | pshader_id = 0;
|
---|
3224 | }
|
---|
3225 |
|
---|
3226 | /* Attach GLSL pshader */
|
---|
3227 | if (pshader_id) {
|
---|
3228 | TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
|
---|
3229 | GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
|
---|
3230 | checkGLcall("glAttachObjectARB");
|
---|
3231 |
|
---|
3232 | list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
|
---|
3233 | }
|
---|
3234 |
|
---|
3235 | /* Link the program */
|
---|
3236 | TRACE("Linking GLSL shader program %u\n", programId);
|
---|
3237 | GL_EXTCALL(glLinkProgramARB(programId));
|
---|
3238 | print_glsl_info_log(&GLINFO_LOCATION, programId);
|
---|
3239 |
|
---|
3240 | entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
|
---|
3241 | for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
|
---|
3242 | _snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
|
---|
3243 | entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
---|
3244 | }
|
---|
3245 | for (i = 0; i < MAX_CONST_I; ++i) {
|
---|
3246 | _snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
|
---|
3247 | entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
---|
3248 | }
|
---|
3249 | entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
|
---|
3250 | for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
|
---|
3251 | _snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
|
---|
3252 | entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
---|
3253 | }
|
---|
3254 | for (i = 0; i < MAX_CONST_I; ++i) {
|
---|
3255 | _snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
|
---|
3256 | entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
---|
3257 | }
|
---|
3258 |
|
---|
3259 | if(pshader) {
|
---|
3260 | for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
|
---|
3261 | char name[32];
|
---|
3262 | sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
|
---|
3263 | entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
|
---|
3264 | sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
|
---|
3265 | entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
|
---|
3266 | sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
|
---|
3267 | entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
|
---|
3268 | }
|
---|
3269 | }
|
---|
3270 |
|
---|
3271 |
|
---|
3272 | entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
|
---|
3273 | entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
|
---|
3274 | checkGLcall("Find glsl program uniform locations");
|
---|
3275 |
|
---|
3276 | if (pshader && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.hex_version) >= 3
|
---|
3277 | && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4) {
|
---|
3278 | TRACE("Shader %d needs vertex color clamping disabled\n", programId);
|
---|
3279 | entry->vertex_color_clamp = GL_FALSE;
|
---|
3280 | } else {
|
---|
3281 | entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
|
---|
3282 | }
|
---|
3283 |
|
---|
3284 | /* Set the shader to allow uniform loading on it */
|
---|
3285 | GL_EXTCALL(glUseProgramObjectARB(programId));
|
---|
3286 | checkGLcall("glUseProgramObjectARB(programId)");
|
---|
3287 |
|
---|
3288 | /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
|
---|
3289 | * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
|
---|
3290 | * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
|
---|
3291 | * vertex shader with fixed function pixel processing is used we make sure that the card
|
---|
3292 | * supports enough samplers to allow the max number of vertex samplers with all possible
|
---|
3293 | * fixed function fragment processing setups. So once the program is linked these samplers
|
---|
3294 | * won't change.
|
---|
3295 | */
|
---|
3296 | if(vshader_id) {
|
---|
3297 | /* Load vertex shader samplers */
|
---|
3298 | shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
|
---|
3299 | }
|
---|
3300 | if(pshader_id) {
|
---|
3301 | /* Load pixel shader samplers */
|
---|
3302 | shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
|
---|
3303 | }
|
---|
3304 |
|
---|
3305 | /* If the local constants do not have to be loaded with the environment constants,
|
---|
3306 | * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
|
---|
3307 | * later
|
---|
3308 | */
|
---|
3309 | if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
|
---|
3310 | hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
|
---|
3311 | }
|
---|
3312 | if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
|
---|
3313 | hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
|
---|
3314 | }
|
---|
3315 | }
|
---|
3316 |
|
---|
3317 | static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
|
---|
3318 | {
|
---|
3319 | GLhandleARB program_id;
|
---|
3320 | GLhandleARB vshader_id, pshader_id;
|
---|
3321 | const char *blt_vshader[] = {
|
---|
3322 | "#version 120\n"
|
---|
3323 | "void main(void)\n"
|
---|
3324 | "{\n"
|
---|
3325 | " gl_Position = gl_Vertex;\n"
|
---|
3326 | " gl_FrontColor = vec4(1.0);\n"
|
---|
3327 | " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
|
---|
3328 | "}\n"
|
---|
3329 | };
|
---|
3330 |
|
---|
3331 | const char *blt_pshaders[tex_type_count] = {
|
---|
3332 | /* tex_1d */
|
---|
3333 | NULL,
|
---|
3334 | /* tex_2d */
|
---|
3335 | "#version 120\n"
|
---|
3336 | "uniform sampler2D sampler;\n"
|
---|
3337 | "void main(void)\n"
|
---|
3338 | "{\n"
|
---|
3339 | " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
|
---|
3340 | "}\n",
|
---|
3341 | /* tex_3d */
|
---|
3342 | NULL,
|
---|
3343 | /* tex_cube */
|
---|
3344 | "#version 120\n"
|
---|
3345 | "uniform samplerCube sampler;\n"
|
---|
3346 | "void main(void)\n"
|
---|
3347 | "{\n"
|
---|
3348 | " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
|
---|
3349 | "}\n",
|
---|
3350 | /* tex_rect */
|
---|
3351 | "#version 120\n"
|
---|
3352 | "#extension GL_ARB_texture_rectangle : enable\n"
|
---|
3353 | "uniform sampler2DRect sampler;\n"
|
---|
3354 | "void main(void)\n"
|
---|
3355 | "{\n"
|
---|
3356 | " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
|
---|
3357 | "}\n",
|
---|
3358 | };
|
---|
3359 |
|
---|
3360 | if (!blt_pshaders[tex_type])
|
---|
3361 | {
|
---|
3362 | FIXME("tex_type %#x not supported\n", tex_type);
|
---|
3363 | tex_type = tex_2d;
|
---|
3364 | }
|
---|
3365 |
|
---|
3366 | vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
|
---|
3367 | GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
|
---|
3368 | GL_EXTCALL(glCompileShaderARB(vshader_id));
|
---|
3369 |
|
---|
3370 | pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
|
---|
3371 | GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
|
---|
3372 | GL_EXTCALL(glCompileShaderARB(pshader_id));
|
---|
3373 |
|
---|
3374 | program_id = GL_EXTCALL(glCreateProgramObjectARB());
|
---|
3375 | GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
|
---|
3376 | GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
|
---|
3377 | GL_EXTCALL(glLinkProgramARB(program_id));
|
---|
3378 |
|
---|
3379 | print_glsl_info_log(&GLINFO_LOCATION, program_id);
|
---|
3380 |
|
---|
3381 | /* Once linked we can mark the shaders for deletion. They will be deleted once the program
|
---|
3382 | * is destroyed
|
---|
3383 | */
|
---|
3384 | GL_EXTCALL(glDeleteObjectARB(vshader_id));
|
---|
3385 | GL_EXTCALL(glDeleteObjectARB(pshader_id));
|
---|
3386 | return program_id;
|
---|
3387 | }
|
---|
3388 |
|
---|
3389 | static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
|
---|
3390 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3391 | struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
|
---|
3392 | const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
---|
3393 | GLhandleARB program_id = 0;
|
---|
3394 | GLenum old_vertex_color_clamp, current_vertex_color_clamp;
|
---|
3395 |
|
---|
3396 | old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
|
---|
3397 |
|
---|
3398 | if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
|
---|
3399 | else priv->glsl_program = NULL;
|
---|
3400 |
|
---|
3401 | current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
|
---|
3402 |
|
---|
3403 | if (old_vertex_color_clamp != current_vertex_color_clamp) {
|
---|
3404 | if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
|
---|
3405 | GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
|
---|
3406 | checkGLcall("glClampColorARB");
|
---|
3407 | } else {
|
---|
3408 | FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
|
---|
3409 | }
|
---|
3410 | }
|
---|
3411 |
|
---|
3412 | program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
|
---|
3413 | if (program_id) TRACE("Using GLSL program %u\n", program_id);
|
---|
3414 | GL_EXTCALL(glUseProgramObjectARB(program_id));
|
---|
3415 | checkGLcall("glUseProgramObjectARB");
|
---|
3416 | }
|
---|
3417 |
|
---|
3418 | static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
|
---|
3419 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3420 | const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
---|
3421 | struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
|
---|
3422 | GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
|
---|
3423 |
|
---|
3424 | if (!*blt_program) {
|
---|
3425 | GLhandleARB loc;
|
---|
3426 | *blt_program = create_glsl_blt_shader(gl_info, tex_type);
|
---|
3427 | loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
|
---|
3428 | GL_EXTCALL(glUseProgramObjectARB(*blt_program));
|
---|
3429 | GL_EXTCALL(glUniform1iARB(loc, 0));
|
---|
3430 | } else {
|
---|
3431 | GL_EXTCALL(glUseProgramObjectARB(*blt_program));
|
---|
3432 | }
|
---|
3433 | }
|
---|
3434 |
|
---|
3435 | static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
|
---|
3436 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3437 | const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
---|
3438 | struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
|
---|
3439 | GLhandleARB program_id;
|
---|
3440 |
|
---|
3441 | program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
|
---|
3442 | if (program_id) TRACE("Using GLSL program %u\n", program_id);
|
---|
3443 |
|
---|
3444 | GL_EXTCALL(glUseProgramObjectARB(program_id));
|
---|
3445 | checkGLcall("glUseProgramObjectARB");
|
---|
3446 | }
|
---|
3447 |
|
---|
3448 | static void shader_glsl_cleanup(IWineD3DDevice *iface) {
|
---|
3449 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3450 | const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
---|
3451 | GL_EXTCALL(glUseProgramObjectARB(0));
|
---|
3452 | }
|
---|
3453 |
|
---|
3454 | static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
|
---|
3455 | const struct list *linked_programs;
|
---|
3456 | IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
|
---|
3457 | IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
|
---|
3458 | struct shader_glsl_priv *priv = (struct shader_glsl_priv *)device->shader_priv;
|
---|
3459 | const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
|
---|
3460 | IWineD3DPixelShaderImpl *ps = NULL;
|
---|
3461 | IWineD3DVertexShaderImpl *vs = NULL;
|
---|
3462 |
|
---|
3463 | /* Note: Do not use QueryInterface here to find out which shader type this is because this code
|
---|
3464 | * can be called from IWineD3DBaseShader::Release
|
---|
3465 | */
|
---|
3466 | char pshader = shader_is_pshader_version(This->baseShader.hex_version);
|
---|
3467 |
|
---|
3468 | if(pshader) {
|
---|
3469 | ps = (IWineD3DPixelShaderImpl *) This;
|
---|
3470 | if(ps->num_gl_shaders == 0) return;
|
---|
3471 | } else {
|
---|
3472 | vs = (IWineD3DVertexShaderImpl *) This;
|
---|
3473 | if(vs->prgId == 0) return;
|
---|
3474 | }
|
---|
3475 |
|
---|
3476 | linked_programs = &This->baseShader.linked_programs;
|
---|
3477 |
|
---|
3478 | TRACE("Deleting linked programs\n");
|
---|
3479 | if (linked_programs->next) {
|
---|
3480 | struct glsl_shader_prog_link *entry, *entry2;
|
---|
3481 |
|
---|
3482 | if(pshader) {
|
---|
3483 | LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
|
---|
3484 | delete_glsl_program_entry(priv, gl_info, entry);
|
---|
3485 | }
|
---|
3486 | } else {
|
---|
3487 | LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
|
---|
3488 | delete_glsl_program_entry(priv, gl_info, entry);
|
---|
3489 | }
|
---|
3490 | }
|
---|
3491 | }
|
---|
3492 |
|
---|
3493 | if(pshader) {
|
---|
3494 | UINT i;
|
---|
3495 |
|
---|
3496 | ENTER_GL();
|
---|
3497 | for(i = 0; i < ps->num_gl_shaders; i++) {
|
---|
3498 | TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId);
|
---|
3499 | GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId));
|
---|
3500 | checkGLcall("glDeleteObjectARB");
|
---|
3501 | }
|
---|
3502 | LEAVE_GL();
|
---|
3503 | HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
|
---|
3504 | ps->gl_shaders = NULL;
|
---|
3505 | ps->num_gl_shaders = 0;
|
---|
3506 | } else {
|
---|
3507 | TRACE("Deleting shader object %u\n", vs->prgId);
|
---|
3508 | ENTER_GL();
|
---|
3509 | GL_EXTCALL(glDeleteObjectARB(vs->prgId));
|
---|
3510 | checkGLcall("glDeleteObjectARB");
|
---|
3511 | LEAVE_GL();
|
---|
3512 | vs->prgId = 0;
|
---|
3513 | vs->baseShader.is_compiled = FALSE;
|
---|
3514 | }
|
---|
3515 | }
|
---|
3516 |
|
---|
3517 | static unsigned int glsl_program_key_hash(const void *key)
|
---|
3518 | {
|
---|
3519 | const glsl_program_key_t *k = (const glsl_program_key_t *)key;
|
---|
3520 |
|
---|
3521 | unsigned int hash = k->vshader | ((DWORD_PTR) k->pshader) << 16;
|
---|
3522 | hash += ~(hash << 15);
|
---|
3523 | hash ^= (hash >> 10);
|
---|
3524 | hash += (hash << 3);
|
---|
3525 | hash ^= (hash >> 6);
|
---|
3526 | hash += ~(hash << 11);
|
---|
3527 | hash ^= (hash >> 16);
|
---|
3528 |
|
---|
3529 | return hash;
|
---|
3530 | }
|
---|
3531 |
|
---|
3532 | static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
|
---|
3533 | {
|
---|
3534 | const glsl_program_key_t *ka = (const glsl_program_key_t *)keya;
|
---|
3535 | const glsl_program_key_t *kb = (const glsl_program_key_t *)keyb;
|
---|
3536 |
|
---|
3537 | return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
|
---|
3538 | (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0);
|
---|
3539 | }
|
---|
3540 |
|
---|
3541 | static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
|
---|
3542 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3543 | struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
|
---|
3544 | priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
|
---|
3545 | This->shader_priv = priv;
|
---|
3546 | return WINED3D_OK;
|
---|
3547 | }
|
---|
3548 |
|
---|
3549 | static void shader_glsl_free(IWineD3DDevice *iface) {
|
---|
3550 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3551 | const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
---|
3552 | struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
|
---|
3553 | int i;
|
---|
3554 |
|
---|
3555 | for (i = 0; i < tex_type_count; ++i)
|
---|
3556 | {
|
---|
3557 | if (priv->depth_blt_program[i])
|
---|
3558 | {
|
---|
3559 | GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
|
---|
3560 | }
|
---|
3561 | }
|
---|
3562 |
|
---|
3563 | hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
|
---|
3564 |
|
---|
3565 | HeapFree(GetProcessHeap(), 0, This->shader_priv);
|
---|
3566 | This->shader_priv = NULL;
|
---|
3567 | }
|
---|
3568 |
|
---|
3569 | static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
|
---|
3570 | /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
|
---|
3571 | return FALSE;
|
---|
3572 | }
|
---|
3573 |
|
---|
3574 | static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
|
---|
3575 | IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
|
---|
3576 | const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
|
---|
3577 | CONST DWORD *function = This->baseShader.function;
|
---|
3578 | const char *fragcolor;
|
---|
3579 | const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
|
---|
3580 |
|
---|
3581 | /* Create the hw GLSL shader object and assign it as the shader->prgId */
|
---|
3582 | GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
|
---|
3583 |
|
---|
3584 | shader_addline(buffer, "#version 120\n");
|
---|
3585 |
|
---|
3586 | if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
|
---|
3587 | shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
|
---|
3588 | }
|
---|
3589 | if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
|
---|
3590 | /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
|
---|
3591 | * drivers write a warning if we don't do so
|
---|
3592 | */
|
---|
3593 | shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
|
---|
3594 | }
|
---|
3595 |
|
---|
3596 | /* Base Declarations */
|
---|
3597 | shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
|
---|
3598 |
|
---|
3599 | /* Pack 3.0 inputs */
|
---|
3600 | if (This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
|
---|
3601 |
|
---|
3602 | if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) {
|
---|
3603 | pshader_glsl_input_pack(buffer, This->semantics_in, iface, pretransformed);
|
---|
3604 | } else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device)) {
|
---|
3605 | pshader_glsl_input_pack(buffer, This->semantics_in, iface, fixedfunction);
|
---|
3606 | }
|
---|
3607 | }
|
---|
3608 |
|
---|
3609 | /* Base Shader Body */
|
---|
3610 | shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
|
---|
3611 |
|
---|
3612 | /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
|
---|
3613 | if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
|
---|
3614 | /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
|
---|
3615 | if(GL_SUPPORT(ARB_DRAW_BUFFERS))
|
---|
3616 | shader_addline(buffer, "gl_FragData[0] = R0;\n");
|
---|
3617 | else
|
---|
3618 | shader_addline(buffer, "gl_FragColor = R0;\n");
|
---|
3619 | }
|
---|
3620 |
|
---|
3621 | if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
|
---|
3622 | fragcolor = "gl_FragData[0]";
|
---|
3623 | } else {
|
---|
3624 | fragcolor = "gl_FragColor";
|
---|
3625 | }
|
---|
3626 | if(((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
|
---|
3627 | shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
|
---|
3628 | fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
|
---|
3629 | srgb_sub_high, srgb_sub_high, srgb_sub_high);
|
---|
3630 | shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
|
---|
3631 | shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
|
---|
3632 | shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
|
---|
3633 | shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
|
---|
3634 | shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
|
---|
3635 | }
|
---|
3636 | /* Pixel shader < 3.0 do not replace the fog stage.
|
---|
3637 | * This implements linear fog computation and blending.
|
---|
3638 | * TODO: non linear fog
|
---|
3639 | * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
|
---|
3640 | * -1/(e-s) and e/(e-s) respectively.
|
---|
3641 | */
|
---|
3642 | if(This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
|
---|
3643 | shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
|
---|
3644 | shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
|
---|
3645 | }
|
---|
3646 |
|
---|
3647 | shader_addline(buffer, "}\n");
|
---|
3648 |
|
---|
3649 | TRACE("Compiling shader object %u\n", shader_obj);
|
---|
3650 | GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
|
---|
3651 | GL_EXTCALL(glCompileShaderARB(shader_obj));
|
---|
3652 | print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
|
---|
3653 |
|
---|
3654 | /* Store the shader object */
|
---|
3655 | return shader_obj;
|
---|
3656 | }
|
---|
3657 |
|
---|
3658 | static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
|
---|
3659 | IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
|
---|
3660 | const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
|
---|
3661 | CONST DWORD *function = This->baseShader.function;
|
---|
3662 | const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
|
---|
3663 |
|
---|
3664 | /* Create the hw GLSL shader program and assign it as the shader->prgId */
|
---|
3665 | GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
|
---|
3666 |
|
---|
3667 | shader_addline(buffer, "#version 120\n");
|
---|
3668 |
|
---|
3669 | /* Base Declarations */
|
---|
3670 | shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
|
---|
3671 |
|
---|
3672 | /* Base Shader Body */
|
---|
3673 | shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
|
---|
3674 |
|
---|
3675 | /* Unpack 3.0 outputs */
|
---|
3676 | if (This->baseShader.hex_version >= WINED3DVS_VERSION(3,0)) {
|
---|
3677 | shader_addline(buffer, "order_ps_input(OUT);\n");
|
---|
3678 | } else {
|
---|
3679 | shader_addline(buffer, "order_ps_input();\n");
|
---|
3680 | }
|
---|
3681 |
|
---|
3682 | /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
|
---|
3683 | if (!reg_maps->fog)
|
---|
3684 | shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
|
---|
3685 |
|
---|
3686 | /* Write the final position.
|
---|
3687 | *
|
---|
3688 | * OpenGL coordinates specify the center of the pixel while d3d coords specify
|
---|
3689 | * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
|
---|
3690 | * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
|
---|
3691 | * contains 1.0 to allow a mad.
|
---|
3692 | */
|
---|
3693 | shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
|
---|
3694 | shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
|
---|
3695 |
|
---|
3696 | /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
|
---|
3697 | *
|
---|
3698 | * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
|
---|
3699 | * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
|
---|
3700 | * which is the same as z = z * 2 - w.
|
---|
3701 | */
|
---|
3702 | shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
|
---|
3703 |
|
---|
3704 | shader_addline(buffer, "}\n");
|
---|
3705 |
|
---|
3706 | TRACE("Compiling shader object %u\n", shader_obj);
|
---|
3707 | GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
|
---|
3708 | GL_EXTCALL(glCompileShaderARB(shader_obj));
|
---|
3709 | print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
|
---|
3710 |
|
---|
3711 | /* Store the shader object */
|
---|
3712 | This->prgId = shader_obj;
|
---|
3713 | }
|
---|
3714 |
|
---|
3715 | static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
|
---|
3716 | {
|
---|
3717 | /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
|
---|
3718 | * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
|
---|
3719 | * vs_nv_version which is based on NV_vertex_program.
|
---|
3720 | * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
|
---|
3721 | * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
|
---|
3722 | * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
|
---|
3723 | * of native instructions, so use that here. For more info see the pixel shader versioning code below.
|
---|
3724 | */
|
---|
3725 | if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
|
---|
3726 | pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
|
---|
3727 | else
|
---|
3728 | pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
|
---|
3729 | TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
|
---|
3730 | pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
|
---|
3731 |
|
---|
3732 | /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
|
---|
3733 | * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
|
---|
3734 | * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
|
---|
3735 | * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
|
---|
3736 | * in max native instructions. Intel and others also offer the info in this extension but they
|
---|
3737 | * don't support GLSL (at least on Windows).
|
---|
3738 | *
|
---|
3739 | * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
|
---|
3740 | * of instructions is 512 or less we have to do with ps2.0 hardware.
|
---|
3741 | * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
|
---|
3742 | */
|
---|
3743 | if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
|
---|
3744 | pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
|
---|
3745 | else
|
---|
3746 | pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
|
---|
3747 |
|
---|
3748 | /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
|
---|
3749 | * Direct3D minimum requirement.
|
---|
3750 | *
|
---|
3751 | * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
|
---|
3752 | * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
|
---|
3753 | *
|
---|
3754 | * The problem is that the refrast clamps temporary results in the shader to
|
---|
3755 | * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
|
---|
3756 | * then applications may miss the clamping behavior. On the other hand, if it is smaller,
|
---|
3757 | * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
|
---|
3758 | * offer a way to query this.
|
---|
3759 | */
|
---|
3760 | pCaps->PixelShader1xMaxValue = 8.0;
|
---|
3761 | TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
|
---|
3762 | }
|
---|
3763 |
|
---|
3764 | static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
|
---|
3765 | {
|
---|
3766 | if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
|
---|
3767 | {
|
---|
3768 | TRACE("Checking support for fixup:\n");
|
---|
3769 | dump_color_fixup_desc(fixup);
|
---|
3770 | }
|
---|
3771 |
|
---|
3772 | /* We support everything except YUV conversions. */
|
---|
3773 | if (!is_yuv_fixup(fixup))
|
---|
3774 | {
|
---|
3775 | TRACE("[OK]\n");
|
---|
3776 | return TRUE;
|
---|
3777 | }
|
---|
3778 |
|
---|
3779 | TRACE("[FAILED]\n");
|
---|
3780 | return FALSE;
|
---|
3781 | }
|
---|
3782 |
|
---|
3783 | static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
|
---|
3784 | {
|
---|
3785 | /* WINED3DSIH_ABS */ shader_glsl_map2gl,
|
---|
3786 | /* WINED3DSIH_ADD */ shader_glsl_arith,
|
---|
3787 | /* WINED3DSIH_BEM */ pshader_glsl_bem,
|
---|
3788 | /* WINED3DSIH_BREAK */ shader_glsl_break,
|
---|
3789 | /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
|
---|
3790 | /* WINED3DSIH_BREAKP */ NULL,
|
---|
3791 | /* WINED3DSIH_CALL */ shader_glsl_call,
|
---|
3792 | /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
|
---|
3793 | /* WINED3DSIH_CMP */ shader_glsl_cmp,
|
---|
3794 | /* WINED3DSIH_CND */ shader_glsl_cnd,
|
---|
3795 | /* WINED3DSIH_CRS */ shader_glsl_cross,
|
---|
3796 | /* WINED3DSIH_DCL */ NULL,
|
---|
3797 | /* WINED3DSIH_DEF */ NULL,
|
---|
3798 | /* WINED3DSIH_DEFB */ NULL,
|
---|
3799 | /* WINED3DSIH_DEFI */ NULL,
|
---|
3800 | /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
|
---|
3801 | /* WINED3DSIH_DP3 */ shader_glsl_dot,
|
---|
3802 | /* WINED3DSIH_DP4 */ shader_glsl_dot,
|
---|
3803 | /* WINED3DSIH_DST */ shader_glsl_dst,
|
---|
3804 | /* WINED3DSIH_DSX */ shader_glsl_map2gl,
|
---|
3805 | /* WINED3DSIH_DSY */ shader_glsl_map2gl,
|
---|
3806 | /* WINED3DSIH_ELSE */ shader_glsl_else,
|
---|
3807 | /* WINED3DSIH_ENDIF */ shader_glsl_end,
|
---|
3808 | /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
|
---|
3809 | /* WINED3DSIH_ENDREP */ shader_glsl_end,
|
---|
3810 | /* WINED3DSIH_EXP */ shader_glsl_map2gl,
|
---|
3811 | /* WINED3DSIH_EXPP */ shader_glsl_expp,
|
---|
3812 | /* WINED3DSIH_FRC */ shader_glsl_map2gl,
|
---|
3813 | /* WINED3DSIH_IF */ shader_glsl_if,
|
---|
3814 | /* WINED3DSIH_IFC */ shader_glsl_ifc,
|
---|
3815 | /* WINED3DSIH_LABEL */ shader_glsl_label,
|
---|
3816 | /* WINED3DSIH_LIT */ shader_glsl_lit,
|
---|
3817 | /* WINED3DSIH_LOG */ shader_glsl_log,
|
---|
3818 | /* WINED3DSIH_LOGP */ shader_glsl_log,
|
---|
3819 | /* WINED3DSIH_LOOP */ shader_glsl_loop,
|
---|
3820 | /* WINED3DSIH_LRP */ shader_glsl_lrp,
|
---|
3821 | /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
|
---|
3822 | /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
|
---|
3823 | /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
|
---|
3824 | /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
|
---|
3825 | /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
|
---|
3826 | /* WINED3DSIH_MAD */ shader_glsl_mad,
|
---|
3827 | /* WINED3DSIH_MAX */ shader_glsl_map2gl,
|
---|
3828 | /* WINED3DSIH_MIN */ shader_glsl_map2gl,
|
---|
3829 | /* WINED3DSIH_MOV */ shader_glsl_mov,
|
---|
3830 | /* WINED3DSIH_MOVA */ shader_glsl_mov,
|
---|
3831 | /* WINED3DSIH_MUL */ shader_glsl_arith,
|
---|
3832 | /* WINED3DSIH_NOP */ NULL,
|
---|
3833 | /* WINED3DSIH_NRM */ shader_glsl_map2gl,
|
---|
3834 | /* WINED3DSIH_PHASE */ NULL,
|
---|
3835 | /* WINED3DSIH_POW */ shader_glsl_pow,
|
---|
3836 | /* WINED3DSIH_RCP */ shader_glsl_rcp,
|
---|
3837 | /* WINED3DSIH_REP */ shader_glsl_rep,
|
---|
3838 | /* WINED3DSIH_RET */ NULL,
|
---|
3839 | /* WINED3DSIH_RSQ */ shader_glsl_rsq,
|
---|
3840 | /* WINED3DSIH_SETP */ NULL,
|
---|
3841 | /* WINED3DSIH_SGE */ shader_glsl_compare,
|
---|
3842 | /* WINED3DSIH_SGN */ shader_glsl_map2gl,
|
---|
3843 | /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
|
---|
3844 | /* WINED3DSIH_SLT */ shader_glsl_compare,
|
---|
3845 | /* WINED3DSIH_SUB */ shader_glsl_arith,
|
---|
3846 | /* WINED3DSIH_TEX */ pshader_glsl_tex,
|
---|
3847 | /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
|
---|
3848 | /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
|
---|
3849 | /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
|
---|
3850 | /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
|
---|
3851 | /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
|
---|
3852 | /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
|
---|
3853 | /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
|
---|
3854 | /* WINED3DSIH_TEXLDD */ NULL,
|
---|
3855 | /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
|
---|
3856 | /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
|
---|
3857 | /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
|
---|
3858 | /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
|
---|
3859 | /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
|
---|
3860 | /* WINED3DSIH_TEXM3x3DIFF */ NULL,
|
---|
3861 | /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
|
---|
3862 | /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
|
---|
3863 | /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
|
---|
3864 | /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
|
---|
3865 | /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
|
---|
3866 | /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
|
---|
3867 | /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
|
---|
3868 | };
|
---|
3869 |
|
---|
3870 | const shader_backend_t glsl_shader_backend = {
|
---|
3871 | shader_glsl_instruction_handler_table,
|
---|
3872 | shader_glsl_select,
|
---|
3873 | shader_glsl_select_depth_blt,
|
---|
3874 | shader_glsl_deselect_depth_blt,
|
---|
3875 | shader_glsl_load_constants,
|
---|
3876 | shader_glsl_cleanup,
|
---|
3877 | shader_glsl_color_correction,
|
---|
3878 | shader_glsl_destroy,
|
---|
3879 | shader_glsl_alloc,
|
---|
3880 | shader_glsl_free,
|
---|
3881 | shader_glsl_dirty_const,
|
---|
3882 | shader_glsl_generate_pshader,
|
---|
3883 | shader_glsl_generate_vshader,
|
---|
3884 | shader_glsl_get_caps,
|
---|
3885 | shader_glsl_color_fixup_supported,
|
---|
3886 | };
|
---|