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 | * Copyright 2009 Henri Verbeet for CodeWeavers
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8 | *
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9 | * This library is free software; you can redistribute it and/or
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10 | * modify it under the terms of the GNU Lesser General Public
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11 | * License as published by the Free Software Foundation; either
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12 | * version 2.1 of the License, or (at your option) any later version.
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13 | *
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14 | * This library is distributed in the hope that it will be useful,
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15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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17 | * Lesser General Public License for more details.
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18 | *
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19 | * You should have received a copy of the GNU Lesser General Public
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20 | * License along with this library; if not, write to the Free Software
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21 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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22 | */
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23 |
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24 | /*
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25 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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26 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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27 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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28 | * a choice of LGPL license versions is made available with the language indicating
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29 | * that LGPLv2 or any later version may be used, or where a choice of which version
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30 | * of the LGPL is applied is otherwise unspecified.
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31 | */
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32 |
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33 | /*
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34 | * D3D shader asm has swizzles on source parameters, and write masks for
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35 | * destination parameters. GLSL uses swizzles for both. The result of this is
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36 | * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
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37 | * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
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38 | * mask for the destination parameter into account.
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39 | */
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40 |
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41 | #include "config.h"
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42 | #include <limits.h>
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43 | #include <stdio.h>
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44 | #include "wined3d_private.h"
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45 |
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46 | WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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47 | WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
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48 | WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
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49 | WINE_DECLARE_DEBUG_CHANNEL(d3d);
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50 |
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51 | #define GLINFO_LOCATION (*gl_info)
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52 |
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53 | #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
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54 | #define WINED3D_GLSL_SAMPLE_RECT 0x2
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55 | #define WINED3D_GLSL_SAMPLE_LOD 0x4
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56 | #define WINED3D_GLSL_SAMPLE_GRAD 0x8
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57 |
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58 | typedef struct {
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59 | char reg_name[150];
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60 | char mask_str[6];
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61 | } glsl_dst_param_t;
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62 |
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63 | typedef struct {
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64 | char reg_name[150];
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65 | char param_str[200];
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66 | } glsl_src_param_t;
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67 |
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68 | typedef struct {
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69 | const char *name;
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70 | DWORD coord_mask;
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71 | } glsl_sample_function_t;
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72 |
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73 | enum heap_node_op
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74 | {
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75 | HEAP_NODE_TRAVERSE_LEFT,
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76 | HEAP_NODE_TRAVERSE_RIGHT,
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77 | HEAP_NODE_POP,
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78 | };
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79 |
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80 | struct constant_entry
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81 | {
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82 | unsigned int idx;
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83 | unsigned int version;
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84 | };
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85 |
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86 | struct constant_heap
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87 | {
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88 | struct constant_entry *entries;
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89 | unsigned int *positions;
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90 | unsigned int size;
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91 | };
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92 |
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93 | /* GLSL shader private data */
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94 | struct shader_glsl_priv {
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95 | struct wine_rb_tree program_lookup;
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96 | struct glsl_shader_prog_link *glsl_program;
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97 | struct constant_heap vconst_heap;
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98 | struct constant_heap pconst_heap;
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99 | unsigned char *stack;
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100 | GLhandleARB depth_blt_program[tex_type_count];
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101 | UINT next_constant_version;
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102 | };
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103 |
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104 | /* Struct to maintain data about a linked GLSL program */
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105 | struct glsl_shader_prog_link {
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106 | struct wine_rb_entry program_lookup_entry;
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107 | struct list vshader_entry;
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108 | struct list pshader_entry;
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109 | GLhandleARB programId;
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110 | GLint *vuniformF_locations;
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111 | GLint *puniformF_locations;
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112 | GLint vuniformI_locations[MAX_CONST_I];
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113 | GLint puniformI_locations[MAX_CONST_I];
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114 | GLint posFixup_location;
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115 | GLint np2Fixup_location[MAX_FRAGMENT_SAMPLERS];
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116 | GLint bumpenvmat_location[MAX_TEXTURES];
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117 | GLint luminancescale_location[MAX_TEXTURES];
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118 | GLint luminanceoffset_location[MAX_TEXTURES];
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119 | GLint ycorrection_location;
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120 | GLenum vertex_color_clamp;
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121 | IWineD3DVertexShader *vshader;
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122 | IWineD3DPixelShader *pshader;
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123 | struct vs_compile_args vs_args;
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124 | struct ps_compile_args ps_args;
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125 | UINT constant_version;
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126 | };
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127 |
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128 | typedef struct {
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129 | IWineD3DVertexShader *vshader;
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130 | IWineD3DPixelShader *pshader;
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131 | struct ps_compile_args ps_args;
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132 | struct vs_compile_args vs_args;
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133 | } glsl_program_key_t;
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134 |
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135 | struct shader_glsl_ctx_priv {
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136 | const struct vs_compile_args *cur_vs_args;
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137 | const struct ps_compile_args *cur_ps_args;
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138 | };
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139 |
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140 | struct glsl_ps_compiled_shader
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141 | {
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142 | struct ps_compile_args args;
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143 | GLhandleARB prgId;
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144 | };
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145 |
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146 | struct glsl_pshader_private
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147 | {
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148 | struct glsl_ps_compiled_shader *gl_shaders;
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149 | UINT num_gl_shaders, shader_array_size;
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150 | };
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151 |
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152 | struct glsl_vs_compiled_shader
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153 | {
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154 | struct vs_compile_args args;
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155 | GLhandleARB prgId;
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156 | };
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157 |
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158 | struct glsl_vshader_private
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159 | {
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160 | struct glsl_vs_compiled_shader *gl_shaders;
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161 | UINT num_gl_shaders, shader_array_size;
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162 | };
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163 |
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164 | /* Extract a line from the info log.
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165 | * Note that this modifies the source string. */
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166 | static char *get_info_log_line(char **ptr)
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167 | {
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168 | char *p, *q;
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169 |
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170 | p = *ptr;
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171 | if (!(q = strstr(p, "\n")))
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172 | {
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173 | if (!*p) return NULL;
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174 | *ptr += strlen(p);
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175 | return p;
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176 | }
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177 | *q = '\0';
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178 | *ptr = q + 1;
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179 |
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180 | return p;
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181 | }
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182 |
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183 | /** Prints the GLSL info log which will contain error messages if they exist */
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184 | /* GL locking is done by the caller */
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185 | static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
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186 | {
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187 | int infologLength = 0;
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188 | char *infoLog;
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189 | unsigned int i;
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190 | BOOL is_spam;
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191 |
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192 | static const char * const spam[] =
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193 | {
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194 | "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
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195 | "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
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196 | "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
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197 | "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
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198 | "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
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199 | "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
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200 | "Fragment shader was successfully compiled to run on hardware.\n"
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201 | "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
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202 | "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
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203 | "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
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204 | "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
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205 | };
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206 |
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207 | if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
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208 |
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209 | GL_EXTCALL(glGetObjectParameterivARB(obj,
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210 | GL_OBJECT_INFO_LOG_LENGTH_ARB,
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211 | &infologLength));
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212 |
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213 | /* A size of 1 is just a null-terminated string, so the log should be bigger than
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214 | * that if there are errors. */
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215 | if (infologLength > 1)
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216 | {
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217 | char *ptr, *line;
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218 |
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219 | /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
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220 | * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
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221 | */
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222 | infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
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223 | GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
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224 | is_spam = FALSE;
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225 |
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226 | for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
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227 | if(strcmp(infoLog, spam[i]) == 0) {
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228 | is_spam = TRUE;
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229 | break;
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230 | }
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231 | }
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232 |
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233 | ptr = infoLog;
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234 | if (is_spam)
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235 | {
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236 | TRACE("Spam received from GLSL shader #%u:\n", obj);
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237 | while ((line = get_info_log_line(&ptr))) TRACE(" %s\n", line);
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238 | }
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239 | else
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240 | {
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241 | FIXME("Error received from GLSL shader #%u:\n", obj);
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242 | while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
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243 | }
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244 | HeapFree(GetProcessHeap(), 0, infoLog);
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245 | }
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246 | }
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247 |
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248 | /**
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249 | * Loads (pixel shader) samplers
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250 | */
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251 | /* GL locking is done by the caller */
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252 | static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
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253 | {
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254 | GLint name_loc;
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255 | int i;
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256 | char sampler_name[20];
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257 |
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258 | for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
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259 | _snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
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260 | name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
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261 | if (name_loc != -1) {
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262 | DWORD mapped_unit = tex_unit_map[i];
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263 | if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers))
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264 | {
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265 | TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
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266 | GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
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267 | checkGLcall("glUniform1iARB");
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268 | } else {
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269 | ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
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270 | }
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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 | /* GL locking is done by the caller */
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276 | static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
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277 | {
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278 | GLint name_loc;
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279 | char sampler_name[20];
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280 | int i;
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281 |
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282 | for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
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283 | _snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
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284 | name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
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285 | if (name_loc != -1) {
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286 | DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
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287 | if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers))
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288 | {
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289 | TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
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290 | GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
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291 | checkGLcall("glUniform1iARB");
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292 | } else {
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293 | ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
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294 | }
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295 | }
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296 | }
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297 | }
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298 |
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299 | /* GL locking is done by the caller */
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300 | static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
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301 | const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
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302 | {
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303 | int stack_idx = 0;
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304 | unsigned int heap_idx = 1;
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305 | unsigned int idx;
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306 |
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307 | if (heap->entries[heap_idx].version <= version) return;
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308 |
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309 | idx = heap->entries[heap_idx].idx;
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310 | if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
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311 | stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
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312 |
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313 | while (stack_idx >= 0)
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314 | {
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315 | /* Note that we fall through to the next case statement. */
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316 | switch(stack[stack_idx])
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317 | {
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318 | case HEAP_NODE_TRAVERSE_LEFT:
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319 | {
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320 | unsigned int left_idx = heap_idx << 1;
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321 | if (left_idx < heap->size && heap->entries[left_idx].version > version)
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322 | {
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323 | heap_idx = left_idx;
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324 | idx = heap->entries[heap_idx].idx;
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325 | if (constant_locations[idx] != -1)
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326 | GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
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327 |
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328 | stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
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329 | stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
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330 | break;
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331 | }
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332 | }
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333 |
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334 | case HEAP_NODE_TRAVERSE_RIGHT:
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335 | {
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336 | unsigned int right_idx = (heap_idx << 1) + 1;
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337 | if (right_idx < heap->size && heap->entries[right_idx].version > version)
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338 | {
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339 | heap_idx = right_idx;
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340 | idx = heap->entries[heap_idx].idx;
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341 | if (constant_locations[idx] != -1)
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342 | GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
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343 |
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344 | stack[stack_idx++] = HEAP_NODE_POP;
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345 | stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
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346 | break;
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347 | }
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348 | }
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349 |
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350 | case HEAP_NODE_POP:
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351 | {
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352 | heap_idx >>= 1;
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353 | --stack_idx;
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354 | break;
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355 | }
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356 | }
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357 | }
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358 | checkGLcall("walk_constant_heap()");
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359 | }
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360 |
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361 | /* GL locking is done by the caller */
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362 | static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
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363 | {
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364 | GLfloat clamped_constant[4];
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365 |
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366 | if (location == -1) return;
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367 |
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368 | clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0];
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369 | clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1];
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370 | clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2];
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371 | clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3];
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372 |
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373 | GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
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374 | }
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375 |
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376 | /* GL locking is done by the caller */
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377 | static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
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378 | const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
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379 | {
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380 | int stack_idx = 0;
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381 | unsigned int heap_idx = 1;
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382 | unsigned int idx;
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383 |
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384 | if (heap->entries[heap_idx].version <= version) return;
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385 |
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386 | idx = heap->entries[heap_idx].idx;
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387 | apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
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388 | stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
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389 |
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390 | while (stack_idx >= 0)
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391 | {
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392 | /* Note that we fall through to the next case statement. */
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393 | switch(stack[stack_idx])
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394 | {
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395 | case HEAP_NODE_TRAVERSE_LEFT:
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396 | {
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397 | unsigned int left_idx = heap_idx << 1;
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398 | if (left_idx < heap->size && heap->entries[left_idx].version > version)
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399 | {
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400 | heap_idx = left_idx;
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401 | idx = heap->entries[heap_idx].idx;
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402 | apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
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403 |
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404 | stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
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405 | stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
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406 | break;
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407 | }
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408 | }
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409 |
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410 | case HEAP_NODE_TRAVERSE_RIGHT:
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411 | {
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412 | unsigned int right_idx = (heap_idx << 1) + 1;
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413 | if (right_idx < heap->size && heap->entries[right_idx].version > version)
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414 | {
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415 | heap_idx = right_idx;
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416 | idx = heap->entries[heap_idx].idx;
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417 | apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
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418 |
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419 | stack[stack_idx++] = HEAP_NODE_POP;
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420 | stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
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421 | break;
|
---|
422 | }
|
---|
423 | }
|
---|
424 |
|
---|
425 | case HEAP_NODE_POP:
|
---|
426 | {
|
---|
427 | heap_idx >>= 1;
|
---|
428 | --stack_idx;
|
---|
429 | break;
|
---|
430 | }
|
---|
431 | }
|
---|
432 | }
|
---|
433 | checkGLcall("walk_constant_heap_clamped()");
|
---|
434 | }
|
---|
435 |
|
---|
436 | /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
|
---|
437 | /* GL locking is done by the caller */
|
---|
438 | static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
|
---|
439 | const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
|
---|
440 | unsigned char *stack, UINT version)
|
---|
441 | {
|
---|
442 | const local_constant *lconst;
|
---|
443 |
|
---|
444 | /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
|
---|
445 | if (This->baseShader.reg_maps.shader_version.major == 1
|
---|
446 | && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
|
---|
447 | walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
|
---|
448 | else
|
---|
449 | walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
|
---|
450 |
|
---|
451 | if (!This->baseShader.load_local_constsF)
|
---|
452 | {
|
---|
453 | TRACE("No need to load local float constants for this shader\n");
|
---|
454 | return;
|
---|
455 | }
|
---|
456 |
|
---|
457 | /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
|
---|
458 | LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
|
---|
459 | {
|
---|
460 | GLint location = constant_locations[lconst->idx];
|
---|
461 | /* We found this uniform name in the program - go ahead and send the data */
|
---|
462 | if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
|
---|
463 | }
|
---|
464 | checkGLcall("glUniform4fvARB()");
|
---|
465 | }
|
---|
466 |
|
---|
467 | /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
|
---|
468 | /* GL locking is done by the caller */
|
---|
469 | static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
|
---|
470 | const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
|
---|
471 | {
|
---|
472 | unsigned int i;
|
---|
473 | struct list* ptr;
|
---|
474 |
|
---|
475 | for (i = 0; constants_set; constants_set >>= 1, ++i)
|
---|
476 | {
|
---|
477 | if (!(constants_set & 1)) continue;
|
---|
478 |
|
---|
479 | TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
|
---|
480 | i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
|
---|
481 |
|
---|
482 | /* We found this uniform name in the program - go ahead and send the data */
|
---|
483 | GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
|
---|
484 | checkGLcall("glUniform4ivARB");
|
---|
485 | }
|
---|
486 |
|
---|
487 | /* Load immediate constants */
|
---|
488 | ptr = list_head(&This->baseShader.constantsI);
|
---|
489 | while (ptr) {
|
---|
490 | const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
|
---|
491 | unsigned int idx = lconst->idx;
|
---|
492 | const GLint *values = (const GLint *)lconst->value;
|
---|
493 |
|
---|
494 | TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
|
---|
495 | values[0], values[1], values[2], values[3]);
|
---|
496 |
|
---|
497 | /* We found this uniform name in the program - go ahead and send the data */
|
---|
498 | GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
|
---|
499 | checkGLcall("glUniform4ivARB");
|
---|
500 | ptr = list_next(&This->baseShader.constantsI, ptr);
|
---|
501 | }
|
---|
502 | }
|
---|
503 |
|
---|
504 | /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
|
---|
505 | /* GL locking is done by the caller */
|
---|
506 | static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
|
---|
507 | GLhandleARB programId, const BOOL *constants, WORD constants_set)
|
---|
508 | {
|
---|
509 | GLint tmp_loc;
|
---|
510 | unsigned int i;
|
---|
511 | char tmp_name[8];
|
---|
512 | char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
|
---|
513 | const char* prefix = is_pshader? "PB":"VB";
|
---|
514 | struct list* ptr;
|
---|
515 |
|
---|
516 | /* TODO: Benchmark and see if it would be beneficial to store the
|
---|
517 | * locations of the constants to avoid looking up each time */
|
---|
518 | for (i = 0; constants_set; constants_set >>= 1, ++i)
|
---|
519 | {
|
---|
520 | if (!(constants_set & 1)) continue;
|
---|
521 |
|
---|
522 | TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
|
---|
523 |
|
---|
524 | /* TODO: Benchmark and see if it would be beneficial to store the
|
---|
525 | * locations of the constants to avoid looking up each time */
|
---|
526 | _snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
|
---|
527 | tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
|
---|
528 | if (tmp_loc != -1)
|
---|
529 | {
|
---|
530 | /* We found this uniform name in the program - go ahead and send the data */
|
---|
531 | GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
|
---|
532 | checkGLcall("glUniform1ivARB");
|
---|
533 | }
|
---|
534 | }
|
---|
535 |
|
---|
536 | /* Load immediate constants */
|
---|
537 | ptr = list_head(&This->baseShader.constantsB);
|
---|
538 | while (ptr) {
|
---|
539 | const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
|
---|
540 | unsigned int idx = lconst->idx;
|
---|
541 | const GLint *values = (const GLint *)lconst->value;
|
---|
542 |
|
---|
543 | TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
|
---|
544 |
|
---|
545 | _snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
|
---|
546 | tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
|
---|
547 | if (tmp_loc != -1) {
|
---|
548 | /* We found this uniform name in the program - go ahead and send the data */
|
---|
549 | GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
|
---|
550 | checkGLcall("glUniform1ivARB");
|
---|
551 | }
|
---|
552 | ptr = list_next(&This->baseShader.constantsB, ptr);
|
---|
553 | }
|
---|
554 | }
|
---|
555 |
|
---|
556 | static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
|
---|
557 | {
|
---|
558 | WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
|
---|
559 | }
|
---|
560 |
|
---|
561 | /**
|
---|
562 | * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
|
---|
563 | */
|
---|
564 | /* GL locking is done by the caller (state handler) */
|
---|
565 | static void shader_glsl_load_np2fixup_constants(
|
---|
566 | IWineD3DDevice* device,
|
---|
567 | char usePixelShader,
|
---|
568 | char useVertexShader) {
|
---|
569 |
|
---|
570 | const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
|
---|
571 | const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
|
---|
572 |
|
---|
573 | if (!prog) {
|
---|
574 | /* No GLSL program set - nothing to do. */
|
---|
575 | return;
|
---|
576 | }
|
---|
577 |
|
---|
578 | if (!usePixelShader) {
|
---|
579 | /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
|
---|
580 | return;
|
---|
581 | }
|
---|
582 |
|
---|
583 | if (prog->ps_args.np2_fixup) {
|
---|
584 | UINT i;
|
---|
585 | UINT fixup = prog->ps_args.np2_fixup;
|
---|
586 | const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
|
---|
587 | const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
|
---|
588 |
|
---|
589 | for (i = 0; fixup; fixup >>= 1, ++i) {
|
---|
590 | if (-1 != prog->np2Fixup_location[i]) {
|
---|
591 | const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
|
---|
592 | if (!tex) {
|
---|
593 | FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
|
---|
594 | continue;
|
---|
595 | } else {
|
---|
596 | const float tex_dim[2] = {tex->baseTexture.pow2Matrix[0], tex->baseTexture.pow2Matrix[5]};
|
---|
597 | GL_EXTCALL(glUniform2fvARB(prog->np2Fixup_location[i], 1, tex_dim));
|
---|
598 | }
|
---|
599 | }
|
---|
600 | }
|
---|
601 | }
|
---|
602 | }
|
---|
603 |
|
---|
604 | /**
|
---|
605 | * Loads the app-supplied constants into the currently set GLSL program.
|
---|
606 | */
|
---|
607 | /* GL locking is done by the caller (state handler) */
|
---|
608 | static void shader_glsl_load_constants(
|
---|
609 | IWineD3DDevice* device,
|
---|
610 | char usePixelShader,
|
---|
611 | char useVertexShader) {
|
---|
612 |
|
---|
613 | IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
|
---|
614 | struct shader_glsl_priv *priv = deviceImpl->shader_priv;
|
---|
615 | IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
|
---|
616 | const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
|
---|
617 |
|
---|
618 | GLhandleARB programId;
|
---|
619 | struct glsl_shader_prog_link *prog = priv->glsl_program;
|
---|
620 | UINT constant_version;
|
---|
621 | int i;
|
---|
622 |
|
---|
623 | if (!prog) {
|
---|
624 | /* No GLSL program set - nothing to do. */
|
---|
625 | return;
|
---|
626 | }
|
---|
627 | programId = prog->programId;
|
---|
628 | constant_version = prog->constant_version;
|
---|
629 |
|
---|
630 | if (useVertexShader) {
|
---|
631 | IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
|
---|
632 |
|
---|
633 | /* Load DirectX 9 float constants/uniforms for vertex shader */
|
---|
634 | shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
|
---|
635 | prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
|
---|
636 |
|
---|
637 | /* Load DirectX 9 integer constants/uniforms for vertex shader */
|
---|
638 | shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
|
---|
639 | stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
|
---|
640 |
|
---|
641 | /* Load DirectX 9 boolean constants/uniforms for vertex shader */
|
---|
642 | shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
|
---|
643 | stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
|
---|
644 |
|
---|
645 | /* Upload the position fixup params */
|
---|
646 | GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
|
---|
647 | checkGLcall("glUniform4fvARB");
|
---|
648 | }
|
---|
649 |
|
---|
650 | if (usePixelShader) {
|
---|
651 |
|
---|
652 | IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
|
---|
653 |
|
---|
654 | /* Load DirectX 9 float constants/uniforms for pixel shader */
|
---|
655 | shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
|
---|
656 | prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
|
---|
657 |
|
---|
658 | /* Load DirectX 9 integer constants/uniforms for pixel shader */
|
---|
659 | shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
|
---|
660 | stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
|
---|
661 |
|
---|
662 | /* Load DirectX 9 boolean constants/uniforms for pixel shader */
|
---|
663 | shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
|
---|
664 | stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
|
---|
665 |
|
---|
666 | /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
|
---|
667 | * It can't be 0 for a valid texbem instruction.
|
---|
668 | */
|
---|
669 | for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
|
---|
670 | IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
|
---|
671 | int stage = ps->luminanceconst[i].texunit;
|
---|
672 |
|
---|
673 | const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
|
---|
674 | GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
|
---|
675 | checkGLcall("glUniformMatrix2fvARB");
|
---|
676 |
|
---|
677 | /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
|
---|
678 | * is set too, so we can check that in the needsbumpmat check
|
---|
679 | */
|
---|
680 | if(ps->baseShader.reg_maps.luminanceparams[stage]) {
|
---|
681 | const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
|
---|
682 | const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
|
---|
683 |
|
---|
684 | GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
|
---|
685 | checkGLcall("glUniform1fvARB");
|
---|
686 | GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
|
---|
687 | checkGLcall("glUniform1fvARB");
|
---|
688 | }
|
---|
689 | }
|
---|
690 |
|
---|
691 | if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
|
---|
692 | float correction_params[4];
|
---|
693 | if(deviceImpl->render_offscreen) {
|
---|
694 | correction_params[0] = 0.0;
|
---|
695 | correction_params[1] = 1.0;
|
---|
696 | } else {
|
---|
697 | /* position is window relative, not viewport relative */
|
---|
698 | correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
|
---|
699 | correction_params[1] = -1.0;
|
---|
700 | }
|
---|
701 | GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
|
---|
702 | }
|
---|
703 | }
|
---|
704 |
|
---|
705 | if (priv->next_constant_version == UINT_MAX)
|
---|
706 | {
|
---|
707 | TRACE("Max constant version reached, resetting to 0.\n");
|
---|
708 | wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
|
---|
709 | priv->next_constant_version = 1;
|
---|
710 | }
|
---|
711 | else
|
---|
712 | {
|
---|
713 | prog->constant_version = priv->next_constant_version++;
|
---|
714 | }
|
---|
715 | }
|
---|
716 |
|
---|
717 | static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
|
---|
718 | unsigned int heap_idx, DWORD new_version)
|
---|
719 | {
|
---|
720 | struct constant_entry *entries = heap->entries;
|
---|
721 | unsigned int *positions = heap->positions;
|
---|
722 | unsigned int parent_idx;
|
---|
723 |
|
---|
724 | while (heap_idx > 1)
|
---|
725 | {
|
---|
726 | parent_idx = heap_idx >> 1;
|
---|
727 |
|
---|
728 | if (new_version <= entries[parent_idx].version) break;
|
---|
729 |
|
---|
730 | entries[heap_idx] = entries[parent_idx];
|
---|
731 | positions[entries[parent_idx].idx] = heap_idx;
|
---|
732 | heap_idx = parent_idx;
|
---|
733 | }
|
---|
734 |
|
---|
735 | entries[heap_idx].version = new_version;
|
---|
736 | entries[heap_idx].idx = idx;
|
---|
737 | positions[idx] = heap_idx;
|
---|
738 | }
|
---|
739 |
|
---|
740 | static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
|
---|
741 | {
|
---|
742 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
743 | struct shader_glsl_priv *priv = This->shader_priv;
|
---|
744 | struct constant_heap *heap = &priv->vconst_heap;
|
---|
745 | UINT i;
|
---|
746 |
|
---|
747 | for (i = start; i < count + start; ++i)
|
---|
748 | {
|
---|
749 | if (!This->stateBlock->changed.vertexShaderConstantsF[i])
|
---|
750 | update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
|
---|
751 | else
|
---|
752 | update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
|
---|
753 | }
|
---|
754 | }
|
---|
755 |
|
---|
756 | static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
|
---|
757 | {
|
---|
758 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
759 | struct shader_glsl_priv *priv = This->shader_priv;
|
---|
760 | struct constant_heap *heap = &priv->pconst_heap;
|
---|
761 | UINT i;
|
---|
762 |
|
---|
763 | for (i = start; i < count + start; ++i)
|
---|
764 | {
|
---|
765 | if (!This->stateBlock->changed.pixelShaderConstantsF[i])
|
---|
766 | update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
|
---|
767 | else
|
---|
768 | update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
|
---|
769 | }
|
---|
770 | }
|
---|
771 |
|
---|
772 | static int vec4_varyings(DWORD shader_major, const WineD3D_GL_Info *gl_info)
|
---|
773 | {
|
---|
774 | int ret = GL_LIMITS(glsl_varyings) / 4;
|
---|
775 | /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
|
---|
776 | if(shader_major > 3) return ret;
|
---|
777 |
|
---|
778 | /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
|
---|
779 | if(gl_info->glsl_clip_varying) ret -= 1;
|
---|
780 | return ret;
|
---|
781 | }
|
---|
782 |
|
---|
783 | /** Generate the variable & register declarations for the GLSL output target */
|
---|
784 | static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
|
---|
785 | SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info,
|
---|
786 | const struct ps_compile_args *ps_args)
|
---|
787 | {
|
---|
788 | IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
|
---|
789 | IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
|
---|
790 | unsigned int i, extra_constants_needed = 0;
|
---|
791 | const local_constant *lconst;
|
---|
792 |
|
---|
793 | /* There are some minor differences between pixel and vertex shaders */
|
---|
794 | char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
|
---|
795 | char prefix = pshader ? 'P' : 'V';
|
---|
796 |
|
---|
797 | /* Prototype the subroutines */
|
---|
798 | for (i = 0; i < This->baseShader.limits.label; i++) {
|
---|
799 | if (reg_maps->labels[i])
|
---|
800 | shader_addline(buffer, "void subroutine%u();\n", i);
|
---|
801 | }
|
---|
802 |
|
---|
803 | /* Declare the constants (aka uniforms) */
|
---|
804 | if (This->baseShader.limits.constant_float > 0) {
|
---|
805 | unsigned max_constantsF;
|
---|
806 | /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
|
---|
807 | * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
|
---|
808 | * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
|
---|
809 | * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
|
---|
810 | * a dx9 card, as long as it doesn't also use all the other constants.
|
---|
811 | *
|
---|
812 | * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
|
---|
813 | * declare only the amount that we're assured to have.
|
---|
814 | *
|
---|
815 | * Thus we run into problems in these two cases:
|
---|
816 | * 1) The shader really uses more uniforms than supported
|
---|
817 | * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
|
---|
818 | */
|
---|
819 | if(pshader) {
|
---|
820 | /* No indirect addressing here */
|
---|
821 | max_constantsF = GL_LIMITS(pshader_constantsF);
|
---|
822 | } else {
|
---|
823 | if(This->baseShader.reg_maps.usesrelconstF) {
|
---|
824 | /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
|
---|
825 | * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
|
---|
826 | * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
|
---|
827 | * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
|
---|
828 | *
|
---|
829 | * Writing gl_ClipPos requires one uniform for each clipplane as well.
|
---|
830 | */
|
---|
831 | max_constantsF = GL_LIMITS(vshader_constantsF) - 3 - GL_LIMITS(clipplanes);
|
---|
832 | max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
|
---|
833 | /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
|
---|
834 | * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
|
---|
835 | * for now take this into account when calculating the number of available constants
|
---|
836 | */
|
---|
837 | max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
|
---|
838 | /* Set by driver quirks in directx.c */
|
---|
839 | max_constantsF -= GLINFO_LOCATION.reserved_glsl_constants;
|
---|
840 | } else {
|
---|
841 | max_constantsF = GL_LIMITS(vshader_constantsF);
|
---|
842 | }
|
---|
843 | }
|
---|
844 | max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
|
---|
845 | shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
|
---|
846 | }
|
---|
847 |
|
---|
848 | /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
|
---|
849 | * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
|
---|
850 | */
|
---|
851 | if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
|
---|
852 | shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
|
---|
853 |
|
---|
854 | if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
|
---|
855 | shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
|
---|
856 |
|
---|
857 | if(!pshader) {
|
---|
858 | shader_addline(buffer, "uniform vec4 posFixup;\n");
|
---|
859 | /* Predeclaration; This function is added at link time based on the pixel shader.
|
---|
860 | * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
|
---|
861 | * that. We know the input to the reorder function at vertex shader compile time, so
|
---|
862 | * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
|
---|
863 | * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
|
---|
864 | * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
|
---|
865 | * it will write to the varying array. Here we depend on the shader optimizer on sorting that
|
---|
866 | * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
|
---|
867 | * inout.
|
---|
868 | */
|
---|
869 | if (reg_maps->shader_version.major >= 3)
|
---|
870 | {
|
---|
871 | shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
|
---|
872 | } else {
|
---|
873 | shader_addline(buffer, "void order_ps_input();\n");
|
---|
874 | }
|
---|
875 | } else {
|
---|
876 | IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
|
---|
877 |
|
---|
878 | ps_impl->numbumpenvmatconsts = 0;
|
---|
879 | for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
|
---|
880 | if(!reg_maps->bumpmat[i]) {
|
---|
881 | continue;
|
---|
882 | }
|
---|
883 |
|
---|
884 | ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
|
---|
885 | shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
|
---|
886 |
|
---|
887 | if(reg_maps->luminanceparams) {
|
---|
888 | ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
|
---|
889 | shader_addline(buffer, "uniform float luminancescale%d;\n", i);
|
---|
890 | shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
|
---|
891 | extra_constants_needed++;
|
---|
892 | } else {
|
---|
893 | ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
|
---|
894 | }
|
---|
895 |
|
---|
896 | extra_constants_needed++;
|
---|
897 | ps_impl->numbumpenvmatconsts++;
|
---|
898 | }
|
---|
899 |
|
---|
900 | if(ps_args->srgb_correction) {
|
---|
901 | shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
|
---|
902 | srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
|
---|
903 | shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
|
---|
904 | srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
|
---|
905 | }
|
---|
906 | if(reg_maps->vpos || reg_maps->usesdsy) {
|
---|
907 | if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
|
---|
908 | shader_addline(buffer, "uniform vec4 ycorrection;\n");
|
---|
909 | ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
|
---|
910 | extra_constants_needed++;
|
---|
911 | } else {
|
---|
912 | /* This happens because we do not have proper tracking of the constant registers that are
|
---|
913 | * actually used, only the max limit of the shader version
|
---|
914 | */
|
---|
915 | FIXME("Cannot find a free uniform for vpos correction params\n");
|
---|
916 | shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
|
---|
917 | device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
|
---|
918 | device->render_offscreen ? 1.0 : -1.0);
|
---|
919 | }
|
---|
920 | shader_addline(buffer, "vec4 vpos;\n");
|
---|
921 | }
|
---|
922 | }
|
---|
923 |
|
---|
924 | /* Declare texture samplers */
|
---|
925 | for (i = 0; i < This->baseShader.limits.sampler; i++) {
|
---|
926 | if (reg_maps->sampler_type[i])
|
---|
927 | {
|
---|
928 | switch (reg_maps->sampler_type[i])
|
---|
929 | {
|
---|
930 | case WINED3DSTT_1D:
|
---|
931 | shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
|
---|
932 | break;
|
---|
933 | case WINED3DSTT_2D:
|
---|
934 | if(device->stateBlock->textures[i] &&
|
---|
935 | IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
|
---|
936 | shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
|
---|
937 | } else {
|
---|
938 | shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
|
---|
939 | }
|
---|
940 |
|
---|
941 | if (pshader && ps_args->np2_fixup & (1 << i))
|
---|
942 | {
|
---|
943 | /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
|
---|
944 | * while D3D has them in the (normalized) [0,1]x[0,1] range.
|
---|
945 | * samplerNP2Fixup stores texture dimensions and is updated through
|
---|
946 | * shader_glsl_load_np2fixup_constants when the sampler changes. */
|
---|
947 | shader_addline(buffer, "uniform vec2 %csamplerNP2Fixup%u;\n", prefix, i);
|
---|
948 | }
|
---|
949 | break;
|
---|
950 | case WINED3DSTT_CUBE:
|
---|
951 | shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
|
---|
952 | break;
|
---|
953 | case WINED3DSTT_VOLUME:
|
---|
954 | shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
|
---|
955 | break;
|
---|
956 | default:
|
---|
957 | shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
|
---|
958 | FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
|
---|
959 | break;
|
---|
960 | }
|
---|
961 | }
|
---|
962 | }
|
---|
963 |
|
---|
964 | /* Declare address variables */
|
---|
965 | for (i = 0; i < This->baseShader.limits.address; i++) {
|
---|
966 | if (reg_maps->address[i])
|
---|
967 | shader_addline(buffer, "ivec4 A%d;\n", i);
|
---|
968 | }
|
---|
969 |
|
---|
970 | /* Declare texture coordinate temporaries and initialize them */
|
---|
971 | for (i = 0; i < This->baseShader.limits.texcoord; i++) {
|
---|
972 | if (reg_maps->texcoord[i])
|
---|
973 | shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
|
---|
974 | }
|
---|
975 |
|
---|
976 | /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
|
---|
977 | * helper function shader that is linked in at link time
|
---|
978 | */
|
---|
979 | if (pshader && reg_maps->shader_version.major >= 3)
|
---|
980 | {
|
---|
981 | if (use_vs(device->stateBlock))
|
---|
982 | {
|
---|
983 | shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
|
---|
984 | } else {
|
---|
985 | /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
|
---|
986 | * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
|
---|
987 | * pixel shader that reads the fixed function color into the packed input registers.
|
---|
988 | */
|
---|
989 | shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
|
---|
990 | }
|
---|
991 | }
|
---|
992 |
|
---|
993 | /* Declare output register temporaries */
|
---|
994 | if(This->baseShader.limits.packed_output) {
|
---|
995 | shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
|
---|
996 | }
|
---|
997 |
|
---|
998 | /* Declare temporary variables */
|
---|
999 | for(i = 0; i < This->baseShader.limits.temporary; i++) {
|
---|
1000 | if (reg_maps->temporary[i])
|
---|
1001 | shader_addline(buffer, "vec4 R%u;\n", i);
|
---|
1002 | }
|
---|
1003 |
|
---|
1004 | /* Declare attributes */
|
---|
1005 | if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
|
---|
1006 | {
|
---|
1007 | WORD map = reg_maps->input_registers;
|
---|
1008 |
|
---|
1009 | for (i = 0; map; map >>= 1, ++i)
|
---|
1010 | {
|
---|
1011 | if (!(map & 1)) continue;
|
---|
1012 |
|
---|
1013 | shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
|
---|
1014 | }
|
---|
1015 | }
|
---|
1016 |
|
---|
1017 | /* Declare loop registers aLx */
|
---|
1018 | for (i = 0; i < reg_maps->loop_depth; i++) {
|
---|
1019 | shader_addline(buffer, "int aL%u;\n", i);
|
---|
1020 | shader_addline(buffer, "int tmpInt%u;\n", i);
|
---|
1021 | }
|
---|
1022 |
|
---|
1023 | /* Temporary variables for matrix operations */
|
---|
1024 | shader_addline(buffer, "vec4 tmp0;\n");
|
---|
1025 | shader_addline(buffer, "vec4 tmp1;\n");
|
---|
1026 |
|
---|
1027 | /* Local constants use a different name so they can be loaded once at shader link time
|
---|
1028 | * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
|
---|
1029 | * float -> string conversion can cause precision loss.
|
---|
1030 | */
|
---|
1031 | if(!This->baseShader.load_local_constsF) {
|
---|
1032 | LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
|
---|
1033 | shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
|
---|
1034 | }
|
---|
1035 | }
|
---|
1036 |
|
---|
1037 | /* Start the main program */
|
---|
1038 | shader_addline(buffer, "void main() {\n");
|
---|
1039 | if(pshader && reg_maps->vpos) {
|
---|
1040 | /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
|
---|
1041 | * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
|
---|
1042 | * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
|
---|
1043 | * precision troubles when we just substract 0.5.
|
---|
1044 | *
|
---|
1045 | * To deal with that just floor() the position. This will eliminate the fraction on all cards.
|
---|
1046 | *
|
---|
1047 | * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
|
---|
1048 | *
|
---|
1049 | * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
|
---|
1050 | * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
|
---|
1051 | * coordinates specify the pixel centers instead of the pixel corners. This code will behave
|
---|
1052 | * correctly on drivers that returns integer values.
|
---|
1053 | */
|
---|
1054 | shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
|
---|
1055 | }
|
---|
1056 | }
|
---|
1057 |
|
---|
1058 | /*****************************************************************************
|
---|
1059 | * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
|
---|
1060 | *
|
---|
1061 | * For more information, see http://wiki.winehq.org/DirectX-Shaders
|
---|
1062 | ****************************************************************************/
|
---|
1063 |
|
---|
1064 | /* Prototypes */
|
---|
1065 | static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
|
---|
1066 | const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
|
---|
1067 |
|
---|
1068 | /** Used for opcode modifiers - They multiply the result by the specified amount */
|
---|
1069 | static const char * const shift_glsl_tab[] = {
|
---|
1070 | "", /* 0 (none) */
|
---|
1071 | "2.0 * ", /* 1 (x2) */
|
---|
1072 | "4.0 * ", /* 2 (x4) */
|
---|
1073 | "8.0 * ", /* 3 (x8) */
|
---|
1074 | "16.0 * ", /* 4 (x16) */
|
---|
1075 | "32.0 * ", /* 5 (x32) */
|
---|
1076 | "", /* 6 (x64) */
|
---|
1077 | "", /* 7 (x128) */
|
---|
1078 | "", /* 8 (d256) */
|
---|
1079 | "", /* 9 (d128) */
|
---|
1080 | "", /* 10 (d64) */
|
---|
1081 | "", /* 11 (d32) */
|
---|
1082 | "0.0625 * ", /* 12 (d16) */
|
---|
1083 | "0.125 * ", /* 13 (d8) */
|
---|
1084 | "0.25 * ", /* 14 (d4) */
|
---|
1085 | "0.5 * " /* 15 (d2) */
|
---|
1086 | };
|
---|
1087 |
|
---|
1088 | /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
|
---|
1089 | static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
|
---|
1090 | {
|
---|
1091 | out_str[0] = 0;
|
---|
1092 |
|
---|
1093 | switch (src_modifier)
|
---|
1094 | {
|
---|
1095 | case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
|
---|
1096 | case WINED3DSPSM_DW:
|
---|
1097 | case WINED3DSPSM_NONE:
|
---|
1098 | sprintf(out_str, "%s%s", in_reg, in_regswizzle);
|
---|
1099 | break;
|
---|
1100 | case WINED3DSPSM_NEG:
|
---|
1101 | sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
|
---|
1102 | break;
|
---|
1103 | case WINED3DSPSM_NOT:
|
---|
1104 | sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
|
---|
1105 | break;
|
---|
1106 | case WINED3DSPSM_BIAS:
|
---|
1107 | sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
|
---|
1108 | break;
|
---|
1109 | case WINED3DSPSM_BIASNEG:
|
---|
1110 | sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
|
---|
1111 | break;
|
---|
1112 | case WINED3DSPSM_SIGN:
|
---|
1113 | sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
|
---|
1114 | break;
|
---|
1115 | case WINED3DSPSM_SIGNNEG:
|
---|
1116 | sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
|
---|
1117 | break;
|
---|
1118 | case WINED3DSPSM_COMP:
|
---|
1119 | sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
|
---|
1120 | break;
|
---|
1121 | case WINED3DSPSM_X2:
|
---|
1122 | sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
|
---|
1123 | break;
|
---|
1124 | case WINED3DSPSM_X2NEG:
|
---|
1125 | sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
|
---|
1126 | break;
|
---|
1127 | case WINED3DSPSM_ABS:
|
---|
1128 | sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
|
---|
1129 | break;
|
---|
1130 | case WINED3DSPSM_ABSNEG:
|
---|
1131 | sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
|
---|
1132 | break;
|
---|
1133 | default:
|
---|
1134 | FIXME("Unhandled modifier %u\n", src_modifier);
|
---|
1135 | sprintf(out_str, "%s%s", in_reg, in_regswizzle);
|
---|
1136 | }
|
---|
1137 | }
|
---|
1138 |
|
---|
1139 | /** Writes the GLSL variable name that corresponds to the register that the
|
---|
1140 | * DX opcode parameter is trying to access */
|
---|
1141 | static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
|
---|
1142 | char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
|
---|
1143 | {
|
---|
1144 | /* oPos, oFog and oPts in D3D */
|
---|
1145 | static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
|
---|
1146 |
|
---|
1147 | IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
---|
1148 | IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
---|
1149 | const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
|
---|
1150 | char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
|
---|
1151 |
|
---|
1152 | *is_color = FALSE;
|
---|
1153 |
|
---|
1154 | switch (reg->type)
|
---|
1155 | {
|
---|
1156 | case WINED3DSPR_TEMP:
|
---|
1157 | sprintf(register_name, "R%u", reg->idx);
|
---|
1158 | break;
|
---|
1159 |
|
---|
1160 | case WINED3DSPR_INPUT:
|
---|
1161 | /* vertex shaders */
|
---|
1162 | if (!pshader)
|
---|
1163 | {
|
---|
1164 | struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
|
---|
1165 | if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
|
---|
1166 | sprintf(register_name, "attrib%u", reg->idx);
|
---|
1167 | break;
|
---|
1168 | }
|
---|
1169 |
|
---|
1170 | /* pixel shaders >= 3.0 */
|
---|
1171 | if (This->baseShader.reg_maps.shader_version.major >= 3)
|
---|
1172 | {
|
---|
1173 | DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
|
---|
1174 | DWORD in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
|
---|
1175 |
|
---|
1176 | if (reg->rel_addr)
|
---|
1177 | {
|
---|
1178 | glsl_src_param_t rel_param;
|
---|
1179 |
|
---|
1180 | shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
|
---|
1181 |
|
---|
1182 | /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
|
---|
1183 | * operation there */
|
---|
1184 | if (idx)
|
---|
1185 | {
|
---|
1186 | if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
|
---|
1187 | {
|
---|
1188 | sprintf(register_name,
|
---|
1189 | "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
|
---|
1190 | rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
|
---|
1191 | rel_param.param_str, idx);
|
---|
1192 | }
|
---|
1193 | else
|
---|
1194 | {
|
---|
1195 | sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
|
---|
1196 | }
|
---|
1197 | }
|
---|
1198 | else
|
---|
1199 | {
|
---|
1200 | if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
|
---|
1201 | {
|
---|
1202 | sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
|
---|
1203 | rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
|
---|
1204 | rel_param.param_str);
|
---|
1205 | }
|
---|
1206 | else
|
---|
1207 | {
|
---|
1208 | sprintf(register_name, "IN[%s]", rel_param.param_str);
|
---|
1209 | }
|
---|
1210 | }
|
---|
1211 | }
|
---|
1212 | else
|
---|
1213 | {
|
---|
1214 | if (idx == in_count) sprintf(register_name, "gl_Color");
|
---|
1215 | else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
|
---|
1216 | else sprintf(register_name, "IN[%u]", idx);
|
---|
1217 | }
|
---|
1218 | }
|
---|
1219 | else
|
---|
1220 | {
|
---|
1221 | if (reg->idx == 0) strcpy(register_name, "gl_Color");
|
---|
1222 | else strcpy(register_name, "gl_SecondaryColor");
|
---|
1223 | break;
|
---|
1224 | }
|
---|
1225 | break;
|
---|
1226 |
|
---|
1227 | case WINED3DSPR_CONST:
|
---|
1228 | {
|
---|
1229 | const char prefix = pshader ? 'P' : 'V';
|
---|
1230 |
|
---|
1231 | /* Relative addressing */
|
---|
1232 | if (reg->rel_addr)
|
---|
1233 | {
|
---|
1234 | glsl_src_param_t rel_param;
|
---|
1235 | shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
|
---|
1236 | if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
|
---|
1237 | else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
|
---|
1238 | }
|
---|
1239 | else
|
---|
1240 | {
|
---|
1241 | if (shader_constant_is_local(This, reg->idx))
|
---|
1242 | sprintf(register_name, "%cLC%u", prefix, reg->idx);
|
---|
1243 | else
|
---|
1244 | sprintf(register_name, "%cC[%u]", prefix, reg->idx);
|
---|
1245 | }
|
---|
1246 | }
|
---|
1247 | break;
|
---|
1248 |
|
---|
1249 | case WINED3DSPR_CONSTINT:
|
---|
1250 | if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
|
---|
1251 | else sprintf(register_name, "VI[%u]", reg->idx);
|
---|
1252 | break;
|
---|
1253 |
|
---|
1254 | case WINED3DSPR_CONSTBOOL:
|
---|
1255 | if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
|
---|
1256 | else sprintf(register_name, "VB[%u]", reg->idx);
|
---|
1257 | break;
|
---|
1258 |
|
---|
1259 | case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
|
---|
1260 | if (pshader) sprintf(register_name, "T%u", reg->idx);
|
---|
1261 | else sprintf(register_name, "A%u", reg->idx);
|
---|
1262 | break;
|
---|
1263 |
|
---|
1264 | case WINED3DSPR_LOOP:
|
---|
1265 | sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
|
---|
1266 | break;
|
---|
1267 |
|
---|
1268 | case WINED3DSPR_SAMPLER:
|
---|
1269 | if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
|
---|
1270 | else sprintf(register_name, "Vsampler%u", reg->idx);
|
---|
1271 | break;
|
---|
1272 |
|
---|
1273 | case WINED3DSPR_COLOROUT:
|
---|
1274 | if (reg->idx >= GL_LIMITS(buffers))
|
---|
1275 | WARN("Write to render target %u, only %d supported\n", reg->idx, GL_LIMITS(buffers));
|
---|
1276 |
|
---|
1277 | if (GL_SUPPORT(ARB_DRAW_BUFFERS)) sprintf(register_name, "gl_FragData[%u]", reg->idx);
|
---|
1278 | /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
|
---|
1279 | else sprintf(register_name, "gl_FragColor");
|
---|
1280 | break;
|
---|
1281 |
|
---|
1282 | case WINED3DSPR_RASTOUT:
|
---|
1283 | sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
|
---|
1284 | break;
|
---|
1285 |
|
---|
1286 | case WINED3DSPR_DEPTHOUT:
|
---|
1287 | sprintf(register_name, "gl_FragDepth");
|
---|
1288 | break;
|
---|
1289 |
|
---|
1290 | case WINED3DSPR_ATTROUT:
|
---|
1291 | if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
|
---|
1292 | else sprintf(register_name, "gl_FrontSecondaryColor");
|
---|
1293 | break;
|
---|
1294 |
|
---|
1295 | case WINED3DSPR_TEXCRDOUT:
|
---|
1296 | /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
|
---|
1297 | if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
|
---|
1298 | else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
|
---|
1299 | break;
|
---|
1300 |
|
---|
1301 | case WINED3DSPR_MISCTYPE:
|
---|
1302 | if (reg->idx == 0)
|
---|
1303 | {
|
---|
1304 | /* vPos */
|
---|
1305 | sprintf(register_name, "vpos");
|
---|
1306 | }
|
---|
1307 | else if (reg->idx == 1)
|
---|
1308 | {
|
---|
1309 | /* Note that gl_FrontFacing is a bool, while vFace is
|
---|
1310 | * a float for which the sign determines front/back */
|
---|
1311 | sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
|
---|
1312 | }
|
---|
1313 | else
|
---|
1314 | {
|
---|
1315 | FIXME("Unhandled misctype register %d\n", reg->idx);
|
---|
1316 | sprintf(register_name, "unrecognized_register");
|
---|
1317 | }
|
---|
1318 | break;
|
---|
1319 |
|
---|
1320 | case WINED3DSPR_IMMCONST:
|
---|
1321 | switch (reg->immconst_type)
|
---|
1322 | {
|
---|
1323 | case WINED3D_IMMCONST_FLOAT:
|
---|
1324 | sprintf(register_name, "%.8e", *(float *)reg->immconst_data);
|
---|
1325 | break;
|
---|
1326 |
|
---|
1327 | case WINED3D_IMMCONST_FLOAT4:
|
---|
1328 | sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
|
---|
1329 | *(float *)®->immconst_data[0], *(float *)®->immconst_data[1],
|
---|
1330 | *(float *)®->immconst_data[2], *(float *)®->immconst_data[3]);
|
---|
1331 | break;
|
---|
1332 |
|
---|
1333 | default:
|
---|
1334 | FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
|
---|
1335 | sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
|
---|
1336 | }
|
---|
1337 | break;
|
---|
1338 |
|
---|
1339 | default:
|
---|
1340 | FIXME("Unhandled register name Type(%d)\n", reg->type);
|
---|
1341 | sprintf(register_name, "unrecognized_register");
|
---|
1342 | break;
|
---|
1343 | }
|
---|
1344 | }
|
---|
1345 |
|
---|
1346 | static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
|
---|
1347 | {
|
---|
1348 | *str++ = '.';
|
---|
1349 | if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
|
---|
1350 | if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
|
---|
1351 | if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
|
---|
1352 | if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
|
---|
1353 | *str = '\0';
|
---|
1354 | }
|
---|
1355 |
|
---|
1356 | /* Get the GLSL write mask for the destination register */
|
---|
1357 | static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
|
---|
1358 | {
|
---|
1359 | DWORD mask = param->write_mask;
|
---|
1360 |
|
---|
1361 | if (shader_is_scalar(¶m->reg))
|
---|
1362 | {
|
---|
1363 | mask = WINED3DSP_WRITEMASK_0;
|
---|
1364 | *write_mask = '\0';
|
---|
1365 | }
|
---|
1366 | else
|
---|
1367 | {
|
---|
1368 | shader_glsl_write_mask_to_str(mask, write_mask);
|
---|
1369 | }
|
---|
1370 |
|
---|
1371 | return mask;
|
---|
1372 | }
|
---|
1373 |
|
---|
1374 | static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
|
---|
1375 | unsigned int size = 0;
|
---|
1376 |
|
---|
1377 | if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
|
---|
1378 | if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
|
---|
1379 | if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
|
---|
1380 | if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
|
---|
1381 |
|
---|
1382 | return size;
|
---|
1383 | }
|
---|
1384 |
|
---|
1385 | static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
|
---|
1386 | {
|
---|
1387 | /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
|
---|
1388 | * but addressed as "rgba". To fix this we need to swap the register's x
|
---|
1389 | * and z components. */
|
---|
1390 | const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
|
---|
1391 |
|
---|
1392 | *str++ = '.';
|
---|
1393 | /* swizzle bits fields: wwzzyyxx */
|
---|
1394 | if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
|
---|
1395 | if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
|
---|
1396 | if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
|
---|
1397 | if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
|
---|
1398 | *str = '\0';
|
---|
1399 | }
|
---|
1400 |
|
---|
1401 | static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
|
---|
1402 | BOOL fixup, DWORD mask, char *swizzle_str)
|
---|
1403 | {
|
---|
1404 | if (shader_is_scalar(¶m->reg))
|
---|
1405 | *swizzle_str = '\0';
|
---|
1406 | else
|
---|
1407 | shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
|
---|
1408 | }
|
---|
1409 |
|
---|
1410 | /* From a given parameter token, generate the corresponding GLSL string.
|
---|
1411 | * Also, return the actual register name and swizzle in case the
|
---|
1412 | * caller needs this information as well. */
|
---|
1413 | static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
|
---|
1414 | const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
|
---|
1415 | {
|
---|
1416 | BOOL is_color = FALSE;
|
---|
1417 | char swizzle_str[6];
|
---|
1418 |
|
---|
1419 | glsl_src->reg_name[0] = '\0';
|
---|
1420 | glsl_src->param_str[0] = '\0';
|
---|
1421 | swizzle_str[0] = '\0';
|
---|
1422 |
|
---|
1423 | shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
|
---|
1424 | shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
|
---|
1425 | shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
|
---|
1426 | }
|
---|
1427 |
|
---|
1428 | /* From a given parameter token, generate the corresponding GLSL string.
|
---|
1429 | * Also, return the actual register name and swizzle in case the
|
---|
1430 | * caller needs this information as well. */
|
---|
1431 | static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
|
---|
1432 | const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
|
---|
1433 | {
|
---|
1434 | BOOL is_color = FALSE;
|
---|
1435 |
|
---|
1436 | glsl_dst->mask_str[0] = '\0';
|
---|
1437 | glsl_dst->reg_name[0] = '\0';
|
---|
1438 |
|
---|
1439 | shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
|
---|
1440 | return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
|
---|
1441 | }
|
---|
1442 |
|
---|
1443 | /* Append the destination part of the instruction to the buffer, return the effective write mask */
|
---|
1444 | static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer,
|
---|
1445 | const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
|
---|
1446 | {
|
---|
1447 | glsl_dst_param_t glsl_dst;
|
---|
1448 | DWORD mask;
|
---|
1449 |
|
---|
1450 | mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
|
---|
1451 | if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
|
---|
1452 |
|
---|
1453 | return mask;
|
---|
1454 | }
|
---|
1455 |
|
---|
1456 | /* Append the destination part of the instruction to the buffer, return the effective write mask */
|
---|
1457 | static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const struct wined3d_shader_instruction *ins)
|
---|
1458 | {
|
---|
1459 | return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
|
---|
1460 | }
|
---|
1461 |
|
---|
1462 | /** Process GLSL instruction modifiers */
|
---|
1463 | static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
|
---|
1464 | {
|
---|
1465 | glsl_dst_param_t dst_param;
|
---|
1466 | DWORD modifiers;
|
---|
1467 |
|
---|
1468 | if (!ins->dst_count) return;
|
---|
1469 |
|
---|
1470 | modifiers = ins->dst[0].modifiers;
|
---|
1471 | if (!modifiers) return;
|
---|
1472 |
|
---|
1473 | shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
|
---|
1474 |
|
---|
1475 | if (modifiers & WINED3DSPDM_SATURATE)
|
---|
1476 | {
|
---|
1477 | /* _SAT means to clamp the value of the register to between 0 and 1 */
|
---|
1478 | shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
|
---|
1479 | dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
|
---|
1480 | }
|
---|
1481 |
|
---|
1482 | if (modifiers & WINED3DSPDM_MSAMPCENTROID)
|
---|
1483 | {
|
---|
1484 | FIXME("_centroid modifier not handled\n");
|
---|
1485 | }
|
---|
1486 |
|
---|
1487 | if (modifiers & WINED3DSPDM_PARTIALPRECISION)
|
---|
1488 | {
|
---|
1489 | /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
|
---|
1490 | }
|
---|
1491 | }
|
---|
1492 |
|
---|
1493 | static inline const char *shader_get_comp_op(DWORD op)
|
---|
1494 | {
|
---|
1495 | switch (op) {
|
---|
1496 | case COMPARISON_GT: return ">";
|
---|
1497 | case COMPARISON_EQ: return "==";
|
---|
1498 | case COMPARISON_GE: return ">=";
|
---|
1499 | case COMPARISON_LT: return "<";
|
---|
1500 | case COMPARISON_NE: return "!=";
|
---|
1501 | case COMPARISON_LE: return "<=";
|
---|
1502 | default:
|
---|
1503 | FIXME("Unrecognized comparison value: %u\n", op);
|
---|
1504 | return "(\?\?)";
|
---|
1505 | }
|
---|
1506 | }
|
---|
1507 |
|
---|
1508 | static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
|
---|
1509 | {
|
---|
1510 | BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
|
---|
1511 | BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
|
---|
1512 | BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
|
---|
1513 | BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
|
---|
1514 |
|
---|
1515 | /* Note that there's no such thing as a projected cube texture. */
|
---|
1516 | switch(sampler_type) {
|
---|
1517 | case WINED3DSTT_1D:
|
---|
1518 | if(lod) {
|
---|
1519 | sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
|
---|
1520 | } else if(grad) {
|
---|
1521 | sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
|
---|
1522 | } else {
|
---|
1523 | sample_function->name = projected ? "texture1DProj" : "texture1D";
|
---|
1524 | }
|
---|
1525 | sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
|
---|
1526 | break;
|
---|
1527 | case WINED3DSTT_2D:
|
---|
1528 | if(texrect) {
|
---|
1529 | if(lod) {
|
---|
1530 | sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
|
---|
1531 | } else if(grad) {
|
---|
1532 | /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
|
---|
1533 | * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
|
---|
1534 | */
|
---|
1535 | sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
|
---|
1536 | } else {
|
---|
1537 | sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
|
---|
1538 | }
|
---|
1539 | } else {
|
---|
1540 | if(lod) {
|
---|
1541 | sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
|
---|
1542 | } else if(grad) {
|
---|
1543 | sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
|
---|
1544 | } else {
|
---|
1545 | sample_function->name = projected ? "texture2DProj" : "texture2D";
|
---|
1546 | }
|
---|
1547 | }
|
---|
1548 | sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
|
---|
1549 | break;
|
---|
1550 | case WINED3DSTT_CUBE:
|
---|
1551 | if(lod) {
|
---|
1552 | sample_function->name = "textureCubeLod";
|
---|
1553 | } else if(grad) {
|
---|
1554 | sample_function->name = "textureCubeGradARB";
|
---|
1555 | } else {
|
---|
1556 | sample_function->name = "textureCube";
|
---|
1557 | }
|
---|
1558 | sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
1559 | break;
|
---|
1560 | case WINED3DSTT_VOLUME:
|
---|
1561 | if(lod) {
|
---|
1562 | sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
|
---|
1563 | } else if(grad) {
|
---|
1564 | sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
|
---|
1565 | } else {
|
---|
1566 | sample_function->name = projected ? "texture3DProj" : "texture3D";
|
---|
1567 | }
|
---|
1568 | sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
1569 | break;
|
---|
1570 | default:
|
---|
1571 | sample_function->name = "";
|
---|
1572 | sample_function->coord_mask = 0;
|
---|
1573 | FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
|
---|
1574 | break;
|
---|
1575 | }
|
---|
1576 | }
|
---|
1577 |
|
---|
1578 | static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
|
---|
1579 | BOOL sign_fixup, enum fixup_channel_source channel_source)
|
---|
1580 | {
|
---|
1581 | switch(channel_source)
|
---|
1582 | {
|
---|
1583 | case CHANNEL_SOURCE_ZERO:
|
---|
1584 | strcat(arguments, "0.0");
|
---|
1585 | break;
|
---|
1586 |
|
---|
1587 | case CHANNEL_SOURCE_ONE:
|
---|
1588 | strcat(arguments, "1.0");
|
---|
1589 | break;
|
---|
1590 |
|
---|
1591 | case CHANNEL_SOURCE_X:
|
---|
1592 | strcat(arguments, reg_name);
|
---|
1593 | strcat(arguments, ".x");
|
---|
1594 | break;
|
---|
1595 |
|
---|
1596 | case CHANNEL_SOURCE_Y:
|
---|
1597 | strcat(arguments, reg_name);
|
---|
1598 | strcat(arguments, ".y");
|
---|
1599 | break;
|
---|
1600 |
|
---|
1601 | case CHANNEL_SOURCE_Z:
|
---|
1602 | strcat(arguments, reg_name);
|
---|
1603 | strcat(arguments, ".z");
|
---|
1604 | break;
|
---|
1605 |
|
---|
1606 | case CHANNEL_SOURCE_W:
|
---|
1607 | strcat(arguments, reg_name);
|
---|
1608 | strcat(arguments, ".w");
|
---|
1609 | break;
|
---|
1610 |
|
---|
1611 | default:
|
---|
1612 | FIXME("Unhandled channel source %#x\n", channel_source);
|
---|
1613 | strcat(arguments, "undefined");
|
---|
1614 | break;
|
---|
1615 | }
|
---|
1616 |
|
---|
1617 | if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
|
---|
1618 | }
|
---|
1619 |
|
---|
1620 | static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
|
---|
1621 | {
|
---|
1622 | struct wined3d_shader_dst_param dst;
|
---|
1623 | unsigned int mask_size, remaining;
|
---|
1624 | glsl_dst_param_t dst_param;
|
---|
1625 | char arguments[256];
|
---|
1626 | DWORD mask;
|
---|
1627 |
|
---|
1628 | mask = 0;
|
---|
1629 | if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
|
---|
1630 | if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
|
---|
1631 | if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
|
---|
1632 | if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
|
---|
1633 | mask &= ins->dst[0].write_mask;
|
---|
1634 |
|
---|
1635 | if (!mask) return; /* Nothing to do */
|
---|
1636 |
|
---|
1637 | if (is_yuv_fixup(fixup))
|
---|
1638 | {
|
---|
1639 | enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
|
---|
1640 | FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
|
---|
1641 | return;
|
---|
1642 | }
|
---|
1643 |
|
---|
1644 | mask_size = shader_glsl_get_write_mask_size(mask);
|
---|
1645 |
|
---|
1646 | dst = ins->dst[0];
|
---|
1647 | dst.write_mask = mask;
|
---|
1648 | shader_glsl_add_dst_param(ins, &dst, &dst_param);
|
---|
1649 |
|
---|
1650 | arguments[0] = '\0';
|
---|
1651 | remaining = mask_size;
|
---|
1652 | if (mask & WINED3DSP_WRITEMASK_0)
|
---|
1653 | {
|
---|
1654 | shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
|
---|
1655 | if (--remaining) strcat(arguments, ", ");
|
---|
1656 | }
|
---|
1657 | if (mask & WINED3DSP_WRITEMASK_1)
|
---|
1658 | {
|
---|
1659 | shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
|
---|
1660 | if (--remaining) strcat(arguments, ", ");
|
---|
1661 | }
|
---|
1662 | if (mask & WINED3DSP_WRITEMASK_2)
|
---|
1663 | {
|
---|
1664 | shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
|
---|
1665 | if (--remaining) strcat(arguments, ", ");
|
---|
1666 | }
|
---|
1667 | if (mask & WINED3DSP_WRITEMASK_3)
|
---|
1668 | {
|
---|
1669 | shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
|
---|
1670 | if (--remaining) strcat(arguments, ", ");
|
---|
1671 | }
|
---|
1672 |
|
---|
1673 | if (mask_size > 1)
|
---|
1674 | {
|
---|
1675 | shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
|
---|
1676 | dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
|
---|
1677 | }
|
---|
1678 | else
|
---|
1679 | {
|
---|
1680 | shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
|
---|
1681 | }
|
---|
1682 | }
|
---|
1683 |
|
---|
1684 | static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
|
---|
1685 | DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
|
---|
1686 | const char *dx, const char *dy,
|
---|
1687 | const char *bias, const char *coord_reg_fmt, ...)
|
---|
1688 | {
|
---|
1689 | const char *sampler_base;
|
---|
1690 | char dst_swizzle[6];
|
---|
1691 | struct color_fixup_desc fixup;
|
---|
1692 | BOOL np2_fixup = FALSE;
|
---|
1693 | va_list args;
|
---|
1694 |
|
---|
1695 | shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
|
---|
1696 |
|
---|
1697 | if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
|
---|
1698 | {
|
---|
1699 | struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
|
---|
1700 | fixup = priv->cur_ps_args->color_fixup[sampler];
|
---|
1701 | sampler_base = "Psampler";
|
---|
1702 |
|
---|
1703 | if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
|
---|
1704 | if(bias) {
|
---|
1705 | FIXME("Biased sampling from NP2 textures is unsupported\n");
|
---|
1706 | } else {
|
---|
1707 | np2_fixup = TRUE;
|
---|
1708 | }
|
---|
1709 | }
|
---|
1710 | } else {
|
---|
1711 | sampler_base = "Vsampler";
|
---|
1712 | fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
|
---|
1713 | }
|
---|
1714 |
|
---|
1715 | shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
1716 |
|
---|
1717 | shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
|
---|
1718 |
|
---|
1719 | va_start(args, coord_reg_fmt);
|
---|
1720 | shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
|
---|
1721 | va_end(args);
|
---|
1722 |
|
---|
1723 | if(bias) {
|
---|
1724 | shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
|
---|
1725 | } else {
|
---|
1726 | if (np2_fixup) {
|
---|
1727 | shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup%u)%s);\n", sampler, dst_swizzle);
|
---|
1728 | } else if(dx && dy) {
|
---|
1729 | shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
|
---|
1730 | } else {
|
---|
1731 | shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
|
---|
1732 | }
|
---|
1733 | }
|
---|
1734 |
|
---|
1735 | if(!is_identity_fixup(fixup)) {
|
---|
1736 | shader_glsl_color_correction(ins, fixup);
|
---|
1737 | }
|
---|
1738 | }
|
---|
1739 |
|
---|
1740 | /*****************************************************************************
|
---|
1741 | *
|
---|
1742 | * Begin processing individual instruction opcodes
|
---|
1743 | *
|
---|
1744 | ****************************************************************************/
|
---|
1745 |
|
---|
1746 | /* Generate GLSL arithmetic functions (dst = src1 + src2) */
|
---|
1747 | static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
|
---|
1748 | {
|
---|
1749 | SHADER_BUFFER *buffer = ins->ctx->buffer;
|
---|
1750 | glsl_src_param_t src0_param;
|
---|
1751 | glsl_src_param_t src1_param;
|
---|
1752 | DWORD write_mask;
|
---|
1753 | char op;
|
---|
1754 |
|
---|
1755 | /* Determine the GLSL operator to use based on the opcode */
|
---|
1756 | switch (ins->handler_idx)
|
---|
1757 | {
|
---|
1758 | case WINED3DSIH_MUL: op = '*'; break;
|
---|
1759 | case WINED3DSIH_ADD: op = '+'; break;
|
---|
1760 | case WINED3DSIH_SUB: op = '-'; break;
|
---|
1761 | default:
|
---|
1762 | op = ' ';
|
---|
1763 | FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
|
---|
1764 | break;
|
---|
1765 | }
|
---|
1766 |
|
---|
1767 | write_mask = shader_glsl_append_dst(buffer, ins);
|
---|
1768 | shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
---|
1769 | shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
---|
1770 | shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
|
---|
1771 | }
|
---|
1772 |
|
---|
1773 | /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
|
---|
1774 | static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
|
---|
1775 | {
|
---|
1776 | SHADER_BUFFER *buffer = ins->ctx->buffer;
|
---|
1777 | glsl_src_param_t src0_param;
|
---|
1778 | DWORD write_mask;
|
---|
1779 |
|
---|
1780 | write_mask = shader_glsl_append_dst(buffer, ins);
|
---|
1781 | shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
---|
1782 |
|
---|
1783 | /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
|
---|
1784 | * shader versions WINED3DSIO_MOVA is used for this. */
|
---|
1785 | if (ins->ctx->reg_maps->shader_version.major == 1
|
---|
1786 | && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
|
---|
1787 | && ins->dst[0].reg.type == WINED3DSPR_ADDR)
|
---|
1788 | {
|
---|
1789 | /* This is a simple floor() */
|
---|
1790 | unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
1791 | if (mask_size > 1) {
|
---|
1792 | shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
|
---|
1793 | } else {
|
---|
1794 | shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
|
---|
1795 | }
|
---|
1796 | }
|
---|
1797 | else if(ins->handler_idx == WINED3DSIH_MOVA)
|
---|
1798 | {
|
---|
1799 | /* We need to *round* to the nearest int here. */
|
---|
1800 | unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
1801 | if (mask_size > 1) {
|
---|
1802 | 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);
|
---|
1803 | } else {
|
---|
1804 | shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
|
---|
1805 | }
|
---|
1806 | } else {
|
---|
1807 | shader_addline(buffer, "%s);\n", src0_param.param_str);
|
---|
1808 | }
|
---|
1809 | }
|
---|
1810 |
|
---|
1811 | /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
|
---|
1812 | static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
|
---|
1813 | {
|
---|
1814 | SHADER_BUFFER *buffer = ins->ctx->buffer;
|
---|
1815 | glsl_src_param_t src0_param;
|
---|
1816 | glsl_src_param_t src1_param;
|
---|
1817 | DWORD dst_write_mask, src_write_mask;
|
---|
1818 | unsigned int dst_size = 0;
|
---|
1819 |
|
---|
1820 | dst_write_mask = shader_glsl_append_dst(buffer, ins);
|
---|
1821 | dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
|
---|
1822 |
|
---|
1823 | /* dp3 works on vec3, dp4 on vec4 */
|
---|
1824 | if (ins->handler_idx == WINED3DSIH_DP4)
|
---|
1825 | {
|
---|
1826 | src_write_mask = WINED3DSP_WRITEMASK_ALL;
|
---|
1827 | } else {
|
---|
1828 | src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
1829 | }
|
---|
1830 |
|
---|
1831 | shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
|
---|
1832 | shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
|
---|
1833 |
|
---|
1834 | if (dst_size > 1) {
|
---|
1835 | shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
|
---|
1836 | } else {
|
---|
1837 | shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
|
---|
1838 | }
|
---|
1839 | }
|
---|
1840 |
|
---|
1841 | /* Note that this instruction has some restrictions. The destination write mask
|
---|
1842 | * can't contain the w component, and the source swizzles have to be .xyzw */
|
---|
1843 | static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
|
---|
1844 | {
|
---|
1845 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
1846 | glsl_src_param_t src0_param;
|
---|
1847 | glsl_src_param_t src1_param;
|
---|
1848 | char dst_mask[6];
|
---|
1849 |
|
---|
1850 | shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
|
---|
1851 | shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
1852 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
1853 | shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
|
---|
1854 | shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
|
---|
1855 | }
|
---|
1856 |
|
---|
1857 | /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
|
---|
1858 | * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
|
---|
1859 | * GLSL uses the value as-is. */
|
---|
1860 | static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
|
---|
1861 | {
|
---|
1862 | SHADER_BUFFER *buffer = ins->ctx->buffer;
|
---|
1863 | glsl_src_param_t src0_param;
|
---|
1864 | glsl_src_param_t src1_param;
|
---|
1865 | DWORD dst_write_mask;
|
---|
1866 | unsigned int dst_size;
|
---|
1867 |
|
---|
1868 | dst_write_mask = shader_glsl_append_dst(buffer, ins);
|
---|
1869 | dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
|
---|
1870 |
|
---|
1871 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
1872 | shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
|
---|
1873 |
|
---|
1874 | if (dst_size > 1) {
|
---|
1875 | shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
|
---|
1876 | } else {
|
---|
1877 | shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
|
---|
1878 | }
|
---|
1879 | }
|
---|
1880 |
|
---|
1881 | /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
|
---|
1882 | * Src0 is a scalar. Note that D3D uses the absolute of src0, while
|
---|
1883 | * GLSL uses the value as-is. */
|
---|
1884 | static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
|
---|
1885 | {
|
---|
1886 | SHADER_BUFFER *buffer = ins->ctx->buffer;
|
---|
1887 | glsl_src_param_t src0_param;
|
---|
1888 | DWORD dst_write_mask;
|
---|
1889 | unsigned int dst_size;
|
---|
1890 |
|
---|
1891 | dst_write_mask = shader_glsl_append_dst(buffer, ins);
|
---|
1892 | dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
|
---|
1893 |
|
---|
1894 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
1895 |
|
---|
1896 | if (dst_size > 1) {
|
---|
1897 | shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
|
---|
1898 | } else {
|
---|
1899 | shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
|
---|
1900 | }
|
---|
1901 | }
|
---|
1902 |
|
---|
1903 | /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
|
---|
1904 | static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
|
---|
1905 | {
|
---|
1906 | SHADER_BUFFER *buffer = ins->ctx->buffer;
|
---|
1907 | glsl_src_param_t src_param;
|
---|
1908 | const char *instruction;
|
---|
1909 | DWORD write_mask;
|
---|
1910 | unsigned i;
|
---|
1911 |
|
---|
1912 | /* Determine the GLSL function to use based on the opcode */
|
---|
1913 | /* TODO: Possibly make this a table for faster lookups */
|
---|
1914 | switch (ins->handler_idx)
|
---|
1915 | {
|
---|
1916 | case WINED3DSIH_MIN: instruction = "min"; break;
|
---|
1917 | case WINED3DSIH_MAX: instruction = "max"; break;
|
---|
1918 | case WINED3DSIH_ABS: instruction = "abs"; break;
|
---|
1919 | case WINED3DSIH_FRC: instruction = "fract"; break;
|
---|
1920 | case WINED3DSIH_NRM: instruction = "normalize"; break;
|
---|
1921 | case WINED3DSIH_EXP: instruction = "exp2"; break;
|
---|
1922 | case WINED3DSIH_SGN: instruction = "sign"; break;
|
---|
1923 | case WINED3DSIH_DSX: instruction = "dFdx"; break;
|
---|
1924 | case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
|
---|
1925 | default: instruction = "";
|
---|
1926 | FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
|
---|
1927 | break;
|
---|
1928 | }
|
---|
1929 |
|
---|
1930 | write_mask = shader_glsl_append_dst(buffer, ins);
|
---|
1931 |
|
---|
1932 | shader_addline(buffer, "%s(", instruction);
|
---|
1933 |
|
---|
1934 | if (ins->src_count)
|
---|
1935 | {
|
---|
1936 | shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
|
---|
1937 | shader_addline(buffer, "%s", src_param.param_str);
|
---|
1938 | for (i = 1; i < ins->src_count; ++i)
|
---|
1939 | {
|
---|
1940 | shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
|
---|
1941 | shader_addline(buffer, ", %s", src_param.param_str);
|
---|
1942 | }
|
---|
1943 | }
|
---|
1944 |
|
---|
1945 | shader_addline(buffer, "));\n");
|
---|
1946 | }
|
---|
1947 |
|
---|
1948 | /** Process the WINED3DSIO_EXPP instruction in GLSL:
|
---|
1949 | * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
|
---|
1950 | * dst.x = 2^(floor(src))
|
---|
1951 | * dst.y = src - floor(src)
|
---|
1952 | * dst.z = 2^src (partial precision is allowed, but optional)
|
---|
1953 | * dst.w = 1.0;
|
---|
1954 | * For 2.0 shaders, just do this (honoring writemask and swizzle):
|
---|
1955 | * dst = 2^src; (partial precision is allowed, but optional)
|
---|
1956 | */
|
---|
1957 | static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
|
---|
1958 | {
|
---|
1959 | glsl_src_param_t src_param;
|
---|
1960 |
|
---|
1961 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
|
---|
1962 |
|
---|
1963 | if (ins->ctx->reg_maps->shader_version.major < 2)
|
---|
1964 | {
|
---|
1965 | char dst_mask[6];
|
---|
1966 |
|
---|
1967 | shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
|
---|
1968 | shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
|
---|
1969 | shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
|
---|
1970 | shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
|
---|
1971 |
|
---|
1972 | shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
1973 | shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
|
---|
1974 | shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
|
---|
1975 | } else {
|
---|
1976 | DWORD write_mask;
|
---|
1977 | unsigned int mask_size;
|
---|
1978 |
|
---|
1979 | write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
1980 | mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
1981 |
|
---|
1982 | if (mask_size > 1) {
|
---|
1983 | shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
|
---|
1984 | } else {
|
---|
1985 | shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
|
---|
1986 | }
|
---|
1987 | }
|
---|
1988 | }
|
---|
1989 |
|
---|
1990 | /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
|
---|
1991 | static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
|
---|
1992 | {
|
---|
1993 | glsl_src_param_t src_param;
|
---|
1994 | DWORD write_mask;
|
---|
1995 | unsigned int mask_size;
|
---|
1996 |
|
---|
1997 | write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
1998 | mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
1999 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
|
---|
2000 |
|
---|
2001 | if (mask_size > 1) {
|
---|
2002 | shader_addline(ins->ctx->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
|
---|
2003 | } else {
|
---|
2004 | shader_addline(ins->ctx->buffer, "1.0 / %s);\n", src_param.param_str);
|
---|
2005 | }
|
---|
2006 | }
|
---|
2007 |
|
---|
2008 | static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
|
---|
2009 | {
|
---|
2010 | SHADER_BUFFER *buffer = ins->ctx->buffer;
|
---|
2011 | glsl_src_param_t src_param;
|
---|
2012 | DWORD write_mask;
|
---|
2013 | unsigned int mask_size;
|
---|
2014 |
|
---|
2015 | write_mask = shader_glsl_append_dst(buffer, ins);
|
---|
2016 | mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
2017 |
|
---|
2018 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
|
---|
2019 |
|
---|
2020 | if (mask_size > 1) {
|
---|
2021 | shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
|
---|
2022 | } else {
|
---|
2023 | shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
|
---|
2024 | }
|
---|
2025 | }
|
---|
2026 |
|
---|
2027 | /** Process signed comparison opcodes in GLSL. */
|
---|
2028 | static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
|
---|
2029 | {
|
---|
2030 | glsl_src_param_t src0_param;
|
---|
2031 | glsl_src_param_t src1_param;
|
---|
2032 | DWORD write_mask;
|
---|
2033 | unsigned int mask_size;
|
---|
2034 |
|
---|
2035 | write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2036 | mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
2037 | shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
---|
2038 | shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
---|
2039 |
|
---|
2040 | if (mask_size > 1) {
|
---|
2041 | const char *compare;
|
---|
2042 |
|
---|
2043 | switch(ins->handler_idx)
|
---|
2044 | {
|
---|
2045 | case WINED3DSIH_SLT: compare = "lessThan"; break;
|
---|
2046 | case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
|
---|
2047 | default: compare = "";
|
---|
2048 | FIXME("Can't handle opcode %#x\n", ins->handler_idx);
|
---|
2049 | }
|
---|
2050 |
|
---|
2051 | shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
|
---|
2052 | src0_param.param_str, src1_param.param_str);
|
---|
2053 | } else {
|
---|
2054 | switch(ins->handler_idx)
|
---|
2055 | {
|
---|
2056 | case WINED3DSIH_SLT:
|
---|
2057 | /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
|
---|
2058 | * to return 0.0 but step returns 1.0 because step is not < x
|
---|
2059 | * An alternative is a bvec compare padded with an unused second component.
|
---|
2060 | * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
|
---|
2061 | * issue. Playing with not() is not possible either because not() does not accept
|
---|
2062 | * a scalar.
|
---|
2063 | */
|
---|
2064 | shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
|
---|
2065 | src0_param.param_str, src1_param.param_str);
|
---|
2066 | break;
|
---|
2067 | case WINED3DSIH_SGE:
|
---|
2068 | /* Here we can use the step() function and safe a conditional */
|
---|
2069 | shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
|
---|
2070 | break;
|
---|
2071 | default:
|
---|
2072 | FIXME("Can't handle opcode %#x\n", ins->handler_idx);
|
---|
2073 | }
|
---|
2074 |
|
---|
2075 | }
|
---|
2076 | }
|
---|
2077 |
|
---|
2078 | /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
|
---|
2079 | static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
|
---|
2080 | {
|
---|
2081 | glsl_src_param_t src0_param;
|
---|
2082 | glsl_src_param_t src1_param;
|
---|
2083 | glsl_src_param_t src2_param;
|
---|
2084 | DWORD write_mask, cmp_channel = 0;
|
---|
2085 | unsigned int i, j;
|
---|
2086 | char mask_char[6];
|
---|
2087 | BOOL temp_destination = FALSE;
|
---|
2088 |
|
---|
2089 | if (shader_is_scalar(&ins->src[0].reg))
|
---|
2090 | {
|
---|
2091 | write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2092 |
|
---|
2093 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
|
---|
2094 | shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
---|
2095 | shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
|
---|
2096 |
|
---|
2097 | shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
|
---|
2098 | src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
2099 | } else {
|
---|
2100 | DWORD dst_mask = ins->dst[0].write_mask;
|
---|
2101 | struct wined3d_shader_dst_param dst = ins->dst[0];
|
---|
2102 |
|
---|
2103 | /* Cycle through all source0 channels */
|
---|
2104 | for (i=0; i<4; i++) {
|
---|
2105 | write_mask = 0;
|
---|
2106 | /* Find the destination channels which use the current source0 channel */
|
---|
2107 | for (j=0; j<4; j++) {
|
---|
2108 | if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
|
---|
2109 | {
|
---|
2110 | write_mask |= WINED3DSP_WRITEMASK_0 << j;
|
---|
2111 | cmp_channel = WINED3DSP_WRITEMASK_0 << j;
|
---|
2112 | }
|
---|
2113 | }
|
---|
2114 | dst.write_mask = dst_mask & write_mask;
|
---|
2115 |
|
---|
2116 | /* Splitting the cmp instruction up in multiple lines imposes a problem:
|
---|
2117 | * The first lines may overwrite source parameters of the following lines.
|
---|
2118 | * Deal with that by using a temporary destination register if needed
|
---|
2119 | */
|
---|
2120 | if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
|
---|
2121 | && ins->src[0].reg.type == ins->dst[0].reg.type)
|
---|
2122 | || (ins->src[1].reg.idx == ins->dst[0].reg.idx
|
---|
2123 | && ins->src[1].reg.type == ins->dst[0].reg.type)
|
---|
2124 | || (ins->src[2].reg.idx == ins->dst[0].reg.idx
|
---|
2125 | && ins->src[2].reg.type == ins->dst[0].reg.type))
|
---|
2126 | {
|
---|
2127 | write_mask = shader_glsl_get_write_mask(&dst, mask_char);
|
---|
2128 | if (!write_mask) continue;
|
---|
2129 | shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
|
---|
2130 | temp_destination = TRUE;
|
---|
2131 | } else {
|
---|
2132 | write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
|
---|
2133 | if (!write_mask) continue;
|
---|
2134 | }
|
---|
2135 |
|
---|
2136 | shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
|
---|
2137 | shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
---|
2138 | shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
|
---|
2139 |
|
---|
2140 | shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
|
---|
2141 | src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
2142 | }
|
---|
2143 |
|
---|
2144 | if(temp_destination) {
|
---|
2145 | shader_glsl_get_write_mask(&ins->dst[0], mask_char);
|
---|
2146 | shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2147 | shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
|
---|
2148 | }
|
---|
2149 | }
|
---|
2150 |
|
---|
2151 | }
|
---|
2152 |
|
---|
2153 | /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
|
---|
2154 | /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
|
---|
2155 | * the compare is done per component of src0. */
|
---|
2156 | static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
|
---|
2157 | {
|
---|
2158 | struct wined3d_shader_dst_param dst;
|
---|
2159 | glsl_src_param_t src0_param;
|
---|
2160 | glsl_src_param_t src1_param;
|
---|
2161 | glsl_src_param_t src2_param;
|
---|
2162 | DWORD write_mask, cmp_channel = 0;
|
---|
2163 | unsigned int i, j;
|
---|
2164 | DWORD dst_mask;
|
---|
2165 | DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
|
---|
2166 | ins->ctx->reg_maps->shader_version.minor);
|
---|
2167 |
|
---|
2168 | if (shader_version < WINED3D_SHADER_VERSION(1, 4))
|
---|
2169 | {
|
---|
2170 | write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2171 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2172 | shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
---|
2173 | shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
|
---|
2174 |
|
---|
2175 | /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
|
---|
2176 | if (ins->coissue)
|
---|
2177 | {
|
---|
2178 | shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
|
---|
2179 | } else {
|
---|
2180 | shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
|
---|
2181 | src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
2182 | }
|
---|
2183 | return;
|
---|
2184 | }
|
---|
2185 | /* Cycle through all source0 channels */
|
---|
2186 | dst_mask = ins->dst[0].write_mask;
|
---|
2187 | dst = ins->dst[0];
|
---|
2188 | for (i=0; i<4; i++) {
|
---|
2189 | write_mask = 0;
|
---|
2190 | /* Find the destination channels which use the current source0 channel */
|
---|
2191 | for (j=0; j<4; j++) {
|
---|
2192 | if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
|
---|
2193 | {
|
---|
2194 | write_mask |= WINED3DSP_WRITEMASK_0 << j;
|
---|
2195 | cmp_channel = WINED3DSP_WRITEMASK_0 << j;
|
---|
2196 | }
|
---|
2197 | }
|
---|
2198 |
|
---|
2199 | dst.write_mask = dst_mask & write_mask;
|
---|
2200 | write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
|
---|
2201 | if (!write_mask) continue;
|
---|
2202 |
|
---|
2203 | shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
|
---|
2204 | shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
---|
2205 | shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
|
---|
2206 |
|
---|
2207 | shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
|
---|
2208 | src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
2209 | }
|
---|
2210 | }
|
---|
2211 |
|
---|
2212 | /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
|
---|
2213 | static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
|
---|
2214 | {
|
---|
2215 | glsl_src_param_t src0_param;
|
---|
2216 | glsl_src_param_t src1_param;
|
---|
2217 | glsl_src_param_t src2_param;
|
---|
2218 | DWORD write_mask;
|
---|
2219 |
|
---|
2220 | write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2221 | shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
---|
2222 | shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
---|
2223 | shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
|
---|
2224 | shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
|
---|
2225 | src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
2226 | }
|
---|
2227 |
|
---|
2228 | /** Handles transforming all WINED3DSIO_M?x? opcodes for
|
---|
2229 | Vertex shaders to GLSL codes */
|
---|
2230 | static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
|
---|
2231 | {
|
---|
2232 | int i;
|
---|
2233 | int nComponents = 0;
|
---|
2234 | struct wined3d_shader_dst_param tmp_dst = {{0}};
|
---|
2235 | struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
|
---|
2236 | struct wined3d_shader_instruction tmp_ins;
|
---|
2237 |
|
---|
2238 | memset(&tmp_ins, 0, sizeof(tmp_ins));
|
---|
2239 |
|
---|
2240 | /* Set constants for the temporary argument */
|
---|
2241 | tmp_ins.ctx = ins->ctx;
|
---|
2242 | tmp_ins.dst_count = 1;
|
---|
2243 | tmp_ins.dst = &tmp_dst;
|
---|
2244 | tmp_ins.src_count = 2;
|
---|
2245 | tmp_ins.src = tmp_src;
|
---|
2246 |
|
---|
2247 | switch(ins->handler_idx)
|
---|
2248 | {
|
---|
2249 | case WINED3DSIH_M4x4:
|
---|
2250 | nComponents = 4;
|
---|
2251 | tmp_ins.handler_idx = WINED3DSIH_DP4;
|
---|
2252 | break;
|
---|
2253 | case WINED3DSIH_M4x3:
|
---|
2254 | nComponents = 3;
|
---|
2255 | tmp_ins.handler_idx = WINED3DSIH_DP4;
|
---|
2256 | break;
|
---|
2257 | case WINED3DSIH_M3x4:
|
---|
2258 | nComponents = 4;
|
---|
2259 | tmp_ins.handler_idx = WINED3DSIH_DP3;
|
---|
2260 | break;
|
---|
2261 | case WINED3DSIH_M3x3:
|
---|
2262 | nComponents = 3;
|
---|
2263 | tmp_ins.handler_idx = WINED3DSIH_DP3;
|
---|
2264 | break;
|
---|
2265 | case WINED3DSIH_M3x2:
|
---|
2266 | nComponents = 2;
|
---|
2267 | tmp_ins.handler_idx = WINED3DSIH_DP3;
|
---|
2268 | break;
|
---|
2269 | default:
|
---|
2270 | break;
|
---|
2271 | }
|
---|
2272 |
|
---|
2273 | tmp_dst = ins->dst[0];
|
---|
2274 | tmp_src[0] = ins->src[0];
|
---|
2275 | tmp_src[1] = ins->src[1];
|
---|
2276 | for (i = 0; i < nComponents; ++i)
|
---|
2277 | {
|
---|
2278 | tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
|
---|
2279 | shader_glsl_dot(&tmp_ins);
|
---|
2280 | ++tmp_src[1].reg.idx;
|
---|
2281 | }
|
---|
2282 | }
|
---|
2283 |
|
---|
2284 | /**
|
---|
2285 | The LRP instruction performs a component-wise linear interpolation
|
---|
2286 | between the second and third operands using the first operand as the
|
---|
2287 | blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
|
---|
2288 | This is equivalent to mix(src2, src1, src0);
|
---|
2289 | */
|
---|
2290 | static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
|
---|
2291 | {
|
---|
2292 | glsl_src_param_t src0_param;
|
---|
2293 | glsl_src_param_t src1_param;
|
---|
2294 | glsl_src_param_t src2_param;
|
---|
2295 | DWORD write_mask;
|
---|
2296 |
|
---|
2297 | write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2298 |
|
---|
2299 | shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
---|
2300 | shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
---|
2301 | shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
|
---|
2302 |
|
---|
2303 | shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
|
---|
2304 | src2_param.param_str, src1_param.param_str, src0_param.param_str);
|
---|
2305 | }
|
---|
2306 |
|
---|
2307 | /** Process the WINED3DSIO_LIT instruction in GLSL:
|
---|
2308 | * dst.x = dst.w = 1.0
|
---|
2309 | * dst.y = (src0.x > 0) ? src0.x
|
---|
2310 | * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
|
---|
2311 | * where src.w is clamped at +- 128
|
---|
2312 | */
|
---|
2313 | static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
|
---|
2314 | {
|
---|
2315 | glsl_src_param_t src0_param;
|
---|
2316 | glsl_src_param_t src1_param;
|
---|
2317 | glsl_src_param_t src3_param;
|
---|
2318 | char dst_mask[6];
|
---|
2319 |
|
---|
2320 | shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2321 | shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
|
---|
2322 |
|
---|
2323 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2324 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
|
---|
2325 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
|
---|
2326 |
|
---|
2327 | /* The sdk specifies the instruction like this
|
---|
2328 | * dst.x = 1.0;
|
---|
2329 | * if(src.x > 0.0) dst.y = src.x
|
---|
2330 | * else dst.y = 0.0.
|
---|
2331 | * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
|
---|
2332 | * else dst.z = 0.0;
|
---|
2333 | * dst.w = 1.0;
|
---|
2334 | *
|
---|
2335 | * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
|
---|
2336 | * dst.x = 1.0 ... No further explanation needed
|
---|
2337 | * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
|
---|
2338 | * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
|
---|
2339 | * dst.w = 1.0. ... Nothing fancy.
|
---|
2340 | *
|
---|
2341 | * So we still have one conditional in there. So do this:
|
---|
2342 | * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
|
---|
2343 | *
|
---|
2344 | * 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),
|
---|
2345 | * 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.
|
---|
2346 | * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
|
---|
2347 | */
|
---|
2348 | shader_addline(ins->ctx->buffer,
|
---|
2349 | "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",
|
---|
2350 | src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
|
---|
2351 | }
|
---|
2352 |
|
---|
2353 | /** Process the WINED3DSIO_DST instruction in GLSL:
|
---|
2354 | * dst.x = 1.0
|
---|
2355 | * dst.y = src0.x * src0.y
|
---|
2356 | * dst.z = src0.z
|
---|
2357 | * dst.w = src1.w
|
---|
2358 | */
|
---|
2359 | static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
|
---|
2360 | {
|
---|
2361 | glsl_src_param_t src0y_param;
|
---|
2362 | glsl_src_param_t src0z_param;
|
---|
2363 | glsl_src_param_t src1y_param;
|
---|
2364 | glsl_src_param_t src1w_param;
|
---|
2365 | char dst_mask[6];
|
---|
2366 |
|
---|
2367 | shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2368 | shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
|
---|
2369 |
|
---|
2370 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
|
---|
2371 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
|
---|
2372 | shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
|
---|
2373 | shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
|
---|
2374 |
|
---|
2375 | shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
|
---|
2376 | src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
|
---|
2377 | }
|
---|
2378 |
|
---|
2379 | /** Process the WINED3DSIO_SINCOS instruction in GLSL:
|
---|
2380 | * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
|
---|
2381 | * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
|
---|
2382 | *
|
---|
2383 | * dst.x = cos(src0.?)
|
---|
2384 | * dst.y = sin(src0.?)
|
---|
2385 | * dst.z = dst.z
|
---|
2386 | * dst.w = dst.w
|
---|
2387 | */
|
---|
2388 | static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
|
---|
2389 | {
|
---|
2390 | glsl_src_param_t src0_param;
|
---|
2391 | DWORD write_mask;
|
---|
2392 |
|
---|
2393 | write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2394 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2395 |
|
---|
2396 | switch (write_mask) {
|
---|
2397 | case WINED3DSP_WRITEMASK_0:
|
---|
2398 | shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
|
---|
2399 | break;
|
---|
2400 |
|
---|
2401 | case WINED3DSP_WRITEMASK_1:
|
---|
2402 | shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
|
---|
2403 | break;
|
---|
2404 |
|
---|
2405 | case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
|
---|
2406 | shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
|
---|
2407 | break;
|
---|
2408 |
|
---|
2409 | default:
|
---|
2410 | ERR("Write mask should be .x, .y or .xy\n");
|
---|
2411 | break;
|
---|
2412 | }
|
---|
2413 | }
|
---|
2414 |
|
---|
2415 | /** Process the WINED3DSIO_LOOP instruction in GLSL:
|
---|
2416 | * Start a for() loop where src1.y is the initial value of aL,
|
---|
2417 | * increment aL by src1.z for a total of src1.x iterations.
|
---|
2418 | * Need to use a temporary variable for this operation.
|
---|
2419 | */
|
---|
2420 | /* FIXME: I don't think nested loops will work correctly this way. */
|
---|
2421 | static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
|
---|
2422 | {
|
---|
2423 | glsl_src_param_t src1_param;
|
---|
2424 | IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
---|
2425 | const DWORD *control_values = NULL;
|
---|
2426 | const local_constant *constant;
|
---|
2427 |
|
---|
2428 | shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
|
---|
2429 |
|
---|
2430 | /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
|
---|
2431 | * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
|
---|
2432 | * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
|
---|
2433 | * addressing.
|
---|
2434 | */
|
---|
2435 | if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
|
---|
2436 | {
|
---|
2437 | LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
|
---|
2438 | if (constant->idx == ins->src[1].reg.idx)
|
---|
2439 | {
|
---|
2440 | control_values = constant->value;
|
---|
2441 | break;
|
---|
2442 | }
|
---|
2443 | }
|
---|
2444 | }
|
---|
2445 |
|
---|
2446 | if(control_values) {
|
---|
2447 | if(control_values[2] > 0) {
|
---|
2448 | shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
|
---|
2449 | shader->baseShader.cur_loop_depth, control_values[1],
|
---|
2450 | shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
|
---|
2451 | shader->baseShader.cur_loop_depth, control_values[2]);
|
---|
2452 | } else if(control_values[2] == 0) {
|
---|
2453 | shader_addline(ins->ctx->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
|
---|
2454 | shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
|
---|
2455 | shader->baseShader.cur_loop_depth, control_values[0],
|
---|
2456 | shader->baseShader.cur_loop_depth);
|
---|
2457 | } else {
|
---|
2458 | shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
|
---|
2459 | shader->baseShader.cur_loop_depth, control_values[1],
|
---|
2460 | shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
|
---|
2461 | shader->baseShader.cur_loop_depth, control_values[2]);
|
---|
2462 | }
|
---|
2463 | } else {
|
---|
2464 | shader_addline(ins->ctx->buffer,
|
---|
2465 | "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
|
---|
2466 | shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
|
---|
2467 | src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
|
---|
2468 | shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
|
---|
2469 | }
|
---|
2470 |
|
---|
2471 | shader->baseShader.cur_loop_depth++;
|
---|
2472 | shader->baseShader.cur_loop_regno++;
|
---|
2473 | }
|
---|
2474 |
|
---|
2475 | static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
|
---|
2476 | {
|
---|
2477 | IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
---|
2478 |
|
---|
2479 | shader_addline(ins->ctx->buffer, "}\n");
|
---|
2480 |
|
---|
2481 | if (ins->handler_idx == WINED3DSIH_ENDLOOP)
|
---|
2482 | {
|
---|
2483 | shader->baseShader.cur_loop_depth--;
|
---|
2484 | shader->baseShader.cur_loop_regno--;
|
---|
2485 | }
|
---|
2486 |
|
---|
2487 | if (ins->handler_idx == WINED3DSIH_ENDREP)
|
---|
2488 | {
|
---|
2489 | shader->baseShader.cur_loop_depth--;
|
---|
2490 | }
|
---|
2491 | }
|
---|
2492 |
|
---|
2493 | static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
|
---|
2494 | {
|
---|
2495 | IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
---|
2496 | glsl_src_param_t src0_param;
|
---|
2497 | const DWORD *control_values = NULL;
|
---|
2498 | const local_constant *constant;
|
---|
2499 |
|
---|
2500 | /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
|
---|
2501 | if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
|
---|
2502 | {
|
---|
2503 | LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
|
---|
2504 | {
|
---|
2505 | if (constant->idx == ins->src[0].reg.idx)
|
---|
2506 | {
|
---|
2507 | control_values = constant->value;
|
---|
2508 | break;
|
---|
2509 | }
|
---|
2510 | }
|
---|
2511 | }
|
---|
2512 |
|
---|
2513 | if(control_values) {
|
---|
2514 | shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
|
---|
2515 | shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
|
---|
2516 | control_values[0], shader->baseShader.cur_loop_depth);
|
---|
2517 | } else {
|
---|
2518 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2519 | shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
|
---|
2520 | shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
|
---|
2521 | src0_param.param_str, shader->baseShader.cur_loop_depth);
|
---|
2522 | }
|
---|
2523 | shader->baseShader.cur_loop_depth++;
|
---|
2524 | }
|
---|
2525 |
|
---|
2526 | static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
|
---|
2527 | {
|
---|
2528 | glsl_src_param_t src0_param;
|
---|
2529 |
|
---|
2530 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2531 | shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
|
---|
2532 | }
|
---|
2533 |
|
---|
2534 | static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
|
---|
2535 | {
|
---|
2536 | glsl_src_param_t src0_param;
|
---|
2537 | glsl_src_param_t src1_param;
|
---|
2538 |
|
---|
2539 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2540 | shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
|
---|
2541 |
|
---|
2542 | shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
|
---|
2543 | src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
|
---|
2544 | }
|
---|
2545 |
|
---|
2546 | static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
|
---|
2547 | {
|
---|
2548 | shader_addline(ins->ctx->buffer, "} else {\n");
|
---|
2549 | }
|
---|
2550 |
|
---|
2551 | static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
|
---|
2552 | {
|
---|
2553 | shader_addline(ins->ctx->buffer, "break;\n");
|
---|
2554 | }
|
---|
2555 |
|
---|
2556 | /* FIXME: According to MSDN the compare is done per component. */
|
---|
2557 | static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
|
---|
2558 | {
|
---|
2559 | glsl_src_param_t src0_param;
|
---|
2560 | glsl_src_param_t src1_param;
|
---|
2561 |
|
---|
2562 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2563 | shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
|
---|
2564 |
|
---|
2565 | shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
|
---|
2566 | src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
|
---|
2567 | }
|
---|
2568 |
|
---|
2569 | static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
|
---|
2570 | {
|
---|
2571 | shader_addline(ins->ctx->buffer, "}\n");
|
---|
2572 | shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
|
---|
2573 | }
|
---|
2574 |
|
---|
2575 | static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
|
---|
2576 | {
|
---|
2577 | shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
|
---|
2578 | }
|
---|
2579 |
|
---|
2580 | static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
|
---|
2581 | {
|
---|
2582 | glsl_src_param_t src1_param;
|
---|
2583 |
|
---|
2584 | shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
|
---|
2585 | shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
|
---|
2586 | }
|
---|
2587 |
|
---|
2588 | /*********************************************
|
---|
2589 | * Pixel Shader Specific Code begins here
|
---|
2590 | ********************************************/
|
---|
2591 | static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
|
---|
2592 | {
|
---|
2593 | IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
|
---|
2594 | IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
---|
2595 | DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
|
---|
2596 | ins->ctx->reg_maps->shader_version.minor);
|
---|
2597 | glsl_sample_function_t sample_function;
|
---|
2598 | DWORD sample_flags = 0;
|
---|
2599 | WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
|
---|
2600 | DWORD sampler_idx;
|
---|
2601 | DWORD mask = 0, swizzle;
|
---|
2602 |
|
---|
2603 | /* 1.0-1.4: Use destination register as sampler source.
|
---|
2604 | * 2.0+: Use provided sampler source. */
|
---|
2605 | if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
|
---|
2606 | else sampler_idx = ins->src[1].reg.idx;
|
---|
2607 | sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
---|
2608 |
|
---|
2609 | if (shader_version < WINED3D_SHADER_VERSION(1,4))
|
---|
2610 | {
|
---|
2611 | DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
|
---|
2612 |
|
---|
2613 | /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
|
---|
2614 | if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
|
---|
2615 | sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
|
---|
2616 | switch (flags & ~WINED3DTTFF_PROJECTED) {
|
---|
2617 | case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
|
---|
2618 | case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
|
---|
2619 | case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
|
---|
2620 | case WINED3DTTFF_COUNT4:
|
---|
2621 | case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
|
---|
2622 | }
|
---|
2623 | }
|
---|
2624 | }
|
---|
2625 | else if (shader_version < WINED3D_SHADER_VERSION(2,0))
|
---|
2626 | {
|
---|
2627 | DWORD src_mod = ins->src[0].modifiers;
|
---|
2628 |
|
---|
2629 | if (src_mod == WINED3DSPSM_DZ) {
|
---|
2630 | sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
|
---|
2631 | mask = WINED3DSP_WRITEMASK_2;
|
---|
2632 | } else if (src_mod == WINED3DSPSM_DW) {
|
---|
2633 | sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
|
---|
2634 | mask = WINED3DSP_WRITEMASK_3;
|
---|
2635 | }
|
---|
2636 | } else {
|
---|
2637 | if (ins->flags & WINED3DSI_TEXLD_PROJECT)
|
---|
2638 | {
|
---|
2639 | /* ps 2.0 texldp instruction always divides by the fourth component. */
|
---|
2640 | sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
|
---|
2641 | mask = WINED3DSP_WRITEMASK_3;
|
---|
2642 | }
|
---|
2643 | }
|
---|
2644 |
|
---|
2645 | if(deviceImpl->stateBlock->textures[sampler_idx] &&
|
---|
2646 | IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
|
---|
2647 | sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
|
---|
2648 | }
|
---|
2649 |
|
---|
2650 | shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
|
---|
2651 | mask |= sample_function.coord_mask;
|
---|
2652 |
|
---|
2653 | if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
|
---|
2654 | else swizzle = ins->src[1].swizzle;
|
---|
2655 |
|
---|
2656 | /* 1.0-1.3: Use destination register as coordinate source.
|
---|
2657 | 1.4+: Use provided coordinate source register. */
|
---|
2658 | if (shader_version < WINED3D_SHADER_VERSION(1,4))
|
---|
2659 | {
|
---|
2660 | char coord_mask[6];
|
---|
2661 | shader_glsl_write_mask_to_str(mask, coord_mask);
|
---|
2662 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
|
---|
2663 | "T%u%s", sampler_idx, coord_mask);
|
---|
2664 | } else {
|
---|
2665 | glsl_src_param_t coord_param;
|
---|
2666 | shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
|
---|
2667 | if (ins->flags & WINED3DSI_TEXLD_BIAS)
|
---|
2668 | {
|
---|
2669 | glsl_src_param_t bias;
|
---|
2670 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
|
---|
2671 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
|
---|
2672 | "%s", coord_param.param_str);
|
---|
2673 | } else {
|
---|
2674 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
|
---|
2675 | "%s", coord_param.param_str);
|
---|
2676 | }
|
---|
2677 | }
|
---|
2678 | }
|
---|
2679 |
|
---|
2680 | static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
|
---|
2681 | {
|
---|
2682 | IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
---|
2683 | IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
---|
2684 | const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
|
---|
2685 | glsl_sample_function_t sample_function;
|
---|
2686 | glsl_src_param_t coord_param, dx_param, dy_param;
|
---|
2687 | DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
|
---|
2688 | DWORD sampler_type;
|
---|
2689 | DWORD sampler_idx;
|
---|
2690 | DWORD swizzle = ins->src[1].swizzle;
|
---|
2691 |
|
---|
2692 | if(!GL_SUPPORT(ARB_SHADER_TEXTURE_LOD)) {
|
---|
2693 | FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
|
---|
2694 | return pshader_glsl_tex(ins);
|
---|
2695 | }
|
---|
2696 |
|
---|
2697 | sampler_idx = ins->src[1].reg.idx;
|
---|
2698 | sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
---|
2699 | if(deviceImpl->stateBlock->textures[sampler_idx] &&
|
---|
2700 | IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
|
---|
2701 | sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
|
---|
2702 | }
|
---|
2703 |
|
---|
2704 | shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
|
---|
2705 | shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
|
---|
2706 | shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
|
---|
2707 | shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
|
---|
2708 |
|
---|
2709 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
|
---|
2710 | "%s", coord_param.param_str);
|
---|
2711 | }
|
---|
2712 |
|
---|
2713 | static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
|
---|
2714 | {
|
---|
2715 | IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
---|
2716 | IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
---|
2717 | glsl_sample_function_t sample_function;
|
---|
2718 | glsl_src_param_t coord_param, lod_param;
|
---|
2719 | DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
|
---|
2720 | DWORD sampler_type;
|
---|
2721 | DWORD sampler_idx;
|
---|
2722 | DWORD swizzle = ins->src[1].swizzle;
|
---|
2723 |
|
---|
2724 | sampler_idx = ins->src[1].reg.idx;
|
---|
2725 | sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
---|
2726 | if(deviceImpl->stateBlock->textures[sampler_idx] &&
|
---|
2727 | IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
|
---|
2728 | sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
|
---|
2729 | }
|
---|
2730 | shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
|
---|
2731 | shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
|
---|
2732 |
|
---|
2733 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
|
---|
2734 |
|
---|
2735 | if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
|
---|
2736 | {
|
---|
2737 | /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
|
---|
2738 | * However, they seem to work just fine in fragment shaders as well. */
|
---|
2739 | WARN("Using %s in fragment shader.\n", sample_function.name);
|
---|
2740 | }
|
---|
2741 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
|
---|
2742 | "%s", coord_param.param_str);
|
---|
2743 | }
|
---|
2744 |
|
---|
2745 | static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
|
---|
2746 | {
|
---|
2747 | /* FIXME: Make this work for more than just 2D textures */
|
---|
2748 | SHADER_BUFFER *buffer = ins->ctx->buffer;
|
---|
2749 | DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2750 |
|
---|
2751 | if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
|
---|
2752 | {
|
---|
2753 | char dst_mask[6];
|
---|
2754 |
|
---|
2755 | shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
|
---|
2756 | shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
|
---|
2757 | ins->dst[0].reg.idx, dst_mask);
|
---|
2758 | } else {
|
---|
2759 | DWORD reg = ins->src[0].reg.idx;
|
---|
2760 | DWORD src_mod = ins->src[0].modifiers;
|
---|
2761 | char dst_swizzle[6];
|
---|
2762 |
|
---|
2763 | shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
|
---|
2764 |
|
---|
2765 | if (src_mod == WINED3DSPSM_DZ) {
|
---|
2766 | glsl_src_param_t div_param;
|
---|
2767 | unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
2768 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
|
---|
2769 |
|
---|
2770 | if (mask_size > 1) {
|
---|
2771 | shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
|
---|
2772 | } else {
|
---|
2773 | shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
|
---|
2774 | }
|
---|
2775 | } else if (src_mod == WINED3DSPSM_DW) {
|
---|
2776 | glsl_src_param_t div_param;
|
---|
2777 | unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
2778 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
|
---|
2779 |
|
---|
2780 | if (mask_size > 1) {
|
---|
2781 | shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
|
---|
2782 | } else {
|
---|
2783 | shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
|
---|
2784 | }
|
---|
2785 | } else {
|
---|
2786 | shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
|
---|
2787 | }
|
---|
2788 | }
|
---|
2789 | }
|
---|
2790 |
|
---|
2791 | /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
|
---|
2792 | * Take a 3-component dot product of the TexCoord[dstreg] and src,
|
---|
2793 | * then perform a 1D texture lookup from stage dstregnum, place into dst. */
|
---|
2794 | static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
|
---|
2795 | {
|
---|
2796 | glsl_src_param_t src0_param;
|
---|
2797 | glsl_sample_function_t sample_function;
|
---|
2798 | DWORD sampler_idx = ins->dst[0].reg.idx;
|
---|
2799 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2800 | WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
---|
2801 | UINT mask_size;
|
---|
2802 |
|
---|
2803 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
2804 |
|
---|
2805 | /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
|
---|
2806 | * scalar, and projected sampling would require 4.
|
---|
2807 | *
|
---|
2808 | * It is a dependent read - not valid with conditional NP2 textures
|
---|
2809 | */
|
---|
2810 | shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
|
---|
2811 | mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
|
---|
2812 |
|
---|
2813 | switch(mask_size)
|
---|
2814 | {
|
---|
2815 | case 1:
|
---|
2816 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
|
---|
2817 | "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
|
---|
2818 | break;
|
---|
2819 |
|
---|
2820 | case 2:
|
---|
2821 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
|
---|
2822 | "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
|
---|
2823 | break;
|
---|
2824 |
|
---|
2825 | case 3:
|
---|
2826 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
|
---|
2827 | "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
|
---|
2828 | break;
|
---|
2829 |
|
---|
2830 | default:
|
---|
2831 | FIXME("Unexpected mask size %u\n", mask_size);
|
---|
2832 | break;
|
---|
2833 | }
|
---|
2834 | }
|
---|
2835 |
|
---|
2836 | /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
|
---|
2837 | * Take a 3-component dot product of the TexCoord[dstreg] and src. */
|
---|
2838 | static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
|
---|
2839 | {
|
---|
2840 | glsl_src_param_t src0_param;
|
---|
2841 | DWORD dstreg = ins->dst[0].reg.idx;
|
---|
2842 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2843 | DWORD dst_mask;
|
---|
2844 | unsigned int mask_size;
|
---|
2845 |
|
---|
2846 | dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2847 | mask_size = shader_glsl_get_write_mask_size(dst_mask);
|
---|
2848 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
2849 |
|
---|
2850 | if (mask_size > 1) {
|
---|
2851 | shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
|
---|
2852 | } else {
|
---|
2853 | shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
|
---|
2854 | }
|
---|
2855 | }
|
---|
2856 |
|
---|
2857 | /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
|
---|
2858 | * Calculate the depth as dst.x / dst.y */
|
---|
2859 | static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
|
---|
2860 | {
|
---|
2861 | glsl_dst_param_t dst_param;
|
---|
2862 |
|
---|
2863 | shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
|
---|
2864 |
|
---|
2865 | /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
|
---|
2866 | * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
|
---|
2867 | * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
|
---|
2868 | * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
|
---|
2869 | * >= 1.0 or < 0.0
|
---|
2870 | */
|
---|
2871 | shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
|
---|
2872 | dst_param.reg_name, dst_param.reg_name);
|
---|
2873 | }
|
---|
2874 |
|
---|
2875 | /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
|
---|
2876 | * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
|
---|
2877 | * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
|
---|
2878 | * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
|
---|
2879 | */
|
---|
2880 | static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
|
---|
2881 | {
|
---|
2882 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2883 | DWORD dstreg = ins->dst[0].reg.idx;
|
---|
2884 | glsl_src_param_t src0_param;
|
---|
2885 |
|
---|
2886 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
2887 |
|
---|
2888 | shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
|
---|
2889 | shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
|
---|
2890 | }
|
---|
2891 |
|
---|
2892 | /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
|
---|
2893 | * Calculate the 1st of a 2-row matrix multiplication. */
|
---|
2894 | static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
|
---|
2895 | {
|
---|
2896 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2897 | DWORD reg = ins->dst[0].reg.idx;
|
---|
2898 | SHADER_BUFFER *buffer = ins->ctx->buffer;
|
---|
2899 | glsl_src_param_t src0_param;
|
---|
2900 |
|
---|
2901 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
2902 | shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
---|
2903 | }
|
---|
2904 |
|
---|
2905 | /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
|
---|
2906 | * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
|
---|
2907 | static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
|
---|
2908 | {
|
---|
2909 | IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
|
---|
2910 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2911 | DWORD reg = ins->dst[0].reg.idx;
|
---|
2912 | SHADER_BUFFER *buffer = ins->ctx->buffer;
|
---|
2913 | SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
|
---|
2914 | glsl_src_param_t src0_param;
|
---|
2915 |
|
---|
2916 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
2917 | shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
|
---|
2918 | current_state->texcoord_w[current_state->current_row++] = reg;
|
---|
2919 | }
|
---|
2920 |
|
---|
2921 | static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
|
---|
2922 | {
|
---|
2923 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2924 | DWORD reg = ins->dst[0].reg.idx;
|
---|
2925 | SHADER_BUFFER *buffer = ins->ctx->buffer;
|
---|
2926 | glsl_src_param_t src0_param;
|
---|
2927 | WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
|
---|
2928 | glsl_sample_function_t sample_function;
|
---|
2929 |
|
---|
2930 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
2931 | shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
---|
2932 |
|
---|
2933 | shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
|
---|
2934 |
|
---|
2935 | /* Sample the texture using the calculated coordinates */
|
---|
2936 | shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
|
---|
2937 | }
|
---|
2938 |
|
---|
2939 | /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
|
---|
2940 | * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
|
---|
2941 | static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
|
---|
2942 | {
|
---|
2943 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2944 | glsl_src_param_t src0_param;
|
---|
2945 | DWORD reg = ins->dst[0].reg.idx;
|
---|
2946 | IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
|
---|
2947 | SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
|
---|
2948 | WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
|
---|
2949 | glsl_sample_function_t sample_function;
|
---|
2950 |
|
---|
2951 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
2952 | shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
---|
2953 |
|
---|
2954 | /* Dependent read, not valid with conditional NP2 */
|
---|
2955 | shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
|
---|
2956 |
|
---|
2957 | /* Sample the texture using the calculated coordinates */
|
---|
2958 | shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
|
---|
2959 |
|
---|
2960 | current_state->current_row = 0;
|
---|
2961 | }
|
---|
2962 |
|
---|
2963 | /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
|
---|
2964 | * Perform the 3rd row of a 3x3 matrix multiply */
|
---|
2965 | static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
|
---|
2966 | {
|
---|
2967 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2968 | glsl_src_param_t src0_param;
|
---|
2969 | char dst_mask[6];
|
---|
2970 | DWORD reg = ins->dst[0].reg.idx;
|
---|
2971 | IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
|
---|
2972 | SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
|
---|
2973 |
|
---|
2974 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
2975 |
|
---|
2976 | shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2977 | shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
|
---|
2978 | shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
|
---|
2979 |
|
---|
2980 | current_state->current_row = 0;
|
---|
2981 | }
|
---|
2982 |
|
---|
2983 | /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
|
---|
2984 | * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
|
---|
2985 | static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
|
---|
2986 | {
|
---|
2987 | IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
|
---|
2988 | DWORD reg = ins->dst[0].reg.idx;
|
---|
2989 | glsl_src_param_t src0_param;
|
---|
2990 | glsl_src_param_t src1_param;
|
---|
2991 | SHADER_BUFFER *buffer = ins->ctx->buffer;
|
---|
2992 | SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
|
---|
2993 | WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
|
---|
2994 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2995 | glsl_sample_function_t sample_function;
|
---|
2996 |
|
---|
2997 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
2998 | shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
|
---|
2999 |
|
---|
3000 | /* Perform the last matrix multiply operation */
|
---|
3001 | shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
---|
3002 | /* Reflection calculation */
|
---|
3003 | shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
|
---|
3004 |
|
---|
3005 | /* Dependent read, not valid with conditional NP2 */
|
---|
3006 | shader_glsl_get_sample_function(stype, 0, &sample_function);
|
---|
3007 |
|
---|
3008 | /* Sample the texture */
|
---|
3009 | shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
|
---|
3010 |
|
---|
3011 | current_state->current_row = 0;
|
---|
3012 | }
|
---|
3013 |
|
---|
3014 | /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
|
---|
3015 | * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
|
---|
3016 | static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
|
---|
3017 | {
|
---|
3018 | IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
|
---|
3019 | DWORD reg = ins->dst[0].reg.idx;
|
---|
3020 | SHADER_BUFFER *buffer = ins->ctx->buffer;
|
---|
3021 | SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
|
---|
3022 | glsl_src_param_t src0_param;
|
---|
3023 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
3024 | WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
|
---|
3025 | glsl_sample_function_t sample_function;
|
---|
3026 |
|
---|
3027 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
3028 |
|
---|
3029 | /* Perform the last matrix multiply operation */
|
---|
3030 | shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
|
---|
3031 |
|
---|
3032 | /* Construct the eye-ray vector from w coordinates */
|
---|
3033 | shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
|
---|
3034 | current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
|
---|
3035 | shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
|
---|
3036 |
|
---|
3037 | /* Dependent read, not valid with conditional NP2 */
|
---|
3038 | shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
|
---|
3039 |
|
---|
3040 | /* Sample the texture using the calculated coordinates */
|
---|
3041 | shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
|
---|
3042 |
|
---|
3043 | current_state->current_row = 0;
|
---|
3044 | }
|
---|
3045 |
|
---|
3046 | /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
|
---|
3047 | * Apply a fake bump map transform.
|
---|
3048 | * texbem is pshader <= 1.3 only, this saves a few version checks
|
---|
3049 | */
|
---|
3050 | static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
|
---|
3051 | {
|
---|
3052 | IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
|
---|
3053 | IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
---|
3054 | glsl_sample_function_t sample_function;
|
---|
3055 | glsl_src_param_t coord_param;
|
---|
3056 | WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
|
---|
3057 | DWORD sampler_idx;
|
---|
3058 | DWORD mask;
|
---|
3059 | DWORD flags;
|
---|
3060 | char coord_mask[6];
|
---|
3061 |
|
---|
3062 | sampler_idx = ins->dst[0].reg.idx;
|
---|
3063 | flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
|
---|
3064 |
|
---|
3065 | sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
---|
3066 | /* Dependent read, not valid with conditional NP2 */
|
---|
3067 | shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
|
---|
3068 | mask = sample_function.coord_mask;
|
---|
3069 |
|
---|
3070 | shader_glsl_write_mask_to_str(mask, coord_mask);
|
---|
3071 |
|
---|
3072 | /* with projective textures, texbem only divides the static texture coord, not the displacement,
|
---|
3073 | * so we can't let the GL handle this.
|
---|
3074 | */
|
---|
3075 | if (flags & WINED3DTTFF_PROJECTED) {
|
---|
3076 | DWORD div_mask=0;
|
---|
3077 | char coord_div_mask[3];
|
---|
3078 | switch (flags & ~WINED3DTTFF_PROJECTED) {
|
---|
3079 | case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
|
---|
3080 | case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
|
---|
3081 | case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
|
---|
3082 | case WINED3DTTFF_COUNT4:
|
---|
3083 | case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
|
---|
3084 | }
|
---|
3085 | shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
|
---|
3086 | shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
|
---|
3087 | }
|
---|
3088 |
|
---|
3089 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
|
---|
3090 |
|
---|
3091 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
|
---|
3092 | "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
|
---|
3093 | coord_param.param_str, coord_mask);
|
---|
3094 |
|
---|
3095 | if (ins->handler_idx == WINED3DSIH_TEXBEML)
|
---|
3096 | {
|
---|
3097 | glsl_src_param_t luminance_param;
|
---|
3098 | glsl_dst_param_t dst_param;
|
---|
3099 |
|
---|
3100 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
|
---|
3101 | shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
|
---|
3102 |
|
---|
3103 | shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
|
---|
3104 | dst_param.reg_name, dst_param.mask_str,
|
---|
3105 | luminance_param.param_str, sampler_idx, sampler_idx);
|
---|
3106 | }
|
---|
3107 | }
|
---|
3108 |
|
---|
3109 | static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
|
---|
3110 | {
|
---|
3111 | glsl_src_param_t src0_param, src1_param;
|
---|
3112 | DWORD sampler_idx = ins->dst[0].reg.idx;
|
---|
3113 |
|
---|
3114 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
|
---|
3115 | shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
|
---|
3116 |
|
---|
3117 | shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
3118 | shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
|
---|
3119 | src0_param.param_str, sampler_idx, src1_param.param_str);
|
---|
3120 | }
|
---|
3121 |
|
---|
3122 | /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
|
---|
3123 | * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
|
---|
3124 | static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
|
---|
3125 | {
|
---|
3126 | glsl_src_param_t src0_param;
|
---|
3127 | DWORD sampler_idx = ins->dst[0].reg.idx;
|
---|
3128 | WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
---|
3129 | glsl_sample_function_t sample_function;
|
---|
3130 |
|
---|
3131 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
|
---|
3132 |
|
---|
3133 | shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
|
---|
3134 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
|
---|
3135 | "%s.wx", src0_param.reg_name);
|
---|
3136 | }
|
---|
3137 |
|
---|
3138 | /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
|
---|
3139 | * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
|
---|
3140 | static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
|
---|
3141 | {
|
---|
3142 | glsl_src_param_t src0_param;
|
---|
3143 | DWORD sampler_idx = ins->dst[0].reg.idx;
|
---|
3144 | WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
---|
3145 | glsl_sample_function_t sample_function;
|
---|
3146 |
|
---|
3147 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
|
---|
3148 |
|
---|
3149 | shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
|
---|
3150 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
|
---|
3151 | "%s.yz", src0_param.reg_name);
|
---|
3152 | }
|
---|
3153 |
|
---|
3154 | /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
|
---|
3155 | * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
|
---|
3156 | static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
|
---|
3157 | {
|
---|
3158 | glsl_src_param_t src0_param;
|
---|
3159 | DWORD sampler_idx = ins->dst[0].reg.idx;
|
---|
3160 | WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
---|
3161 | glsl_sample_function_t sample_function;
|
---|
3162 |
|
---|
3163 | /* Dependent read, not valid with conditional NP2 */
|
---|
3164 | shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
|
---|
3165 | shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
|
---|
3166 |
|
---|
3167 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
|
---|
3168 | "%s", src0_param.param_str);
|
---|
3169 | }
|
---|
3170 |
|
---|
3171 | /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
|
---|
3172 | * If any of the first 3 components are < 0, discard this pixel */
|
---|
3173 | static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins)
|
---|
3174 | {
|
---|
3175 | glsl_dst_param_t dst_param;
|
---|
3176 |
|
---|
3177 | /* The argument is a destination parameter, and no writemasks are allowed */
|
---|
3178 | shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
|
---|
3179 | if (ins->ctx->reg_maps->shader_version.major >= 2)
|
---|
3180 | {
|
---|
3181 | /* 2.0 shaders compare all 4 components in texkill */
|
---|
3182 | shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
|
---|
3183 | } else {
|
---|
3184 | /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
|
---|
3185 | * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
|
---|
3186 | * 4 components are defined, only the first 3 are used
|
---|
3187 | */
|
---|
3188 | shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
|
---|
3189 | }
|
---|
3190 | }
|
---|
3191 |
|
---|
3192 | /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
|
---|
3193 | * dst = dot2(src0, src1) + src2 */
|
---|
3194 | static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
|
---|
3195 | {
|
---|
3196 | glsl_src_param_t src0_param;
|
---|
3197 | glsl_src_param_t src1_param;
|
---|
3198 | glsl_src_param_t src2_param;
|
---|
3199 | DWORD write_mask;
|
---|
3200 | unsigned int mask_size;
|
---|
3201 |
|
---|
3202 | write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
3203 | mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
3204 |
|
---|
3205 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
|
---|
3206 | shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
|
---|
3207 | shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
|
---|
3208 |
|
---|
3209 | if (mask_size > 1) {
|
---|
3210 | shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
|
---|
3211 | mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
3212 | } else {
|
---|
3213 | shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
|
---|
3214 | src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
3215 | }
|
---|
3216 | }
|
---|
3217 |
|
---|
3218 | static void pshader_glsl_input_pack(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer,
|
---|
3219 | const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
|
---|
3220 | enum vertexprocessing_mode vertexprocessing)
|
---|
3221 | {
|
---|
3222 | unsigned int i;
|
---|
3223 | IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
|
---|
3224 | WORD map = reg_maps->input_registers;
|
---|
3225 |
|
---|
3226 | for (i = 0; map; map >>= 1, ++i)
|
---|
3227 | {
|
---|
3228 | const char *semantic_name;
|
---|
3229 | UINT semantic_idx;
|
---|
3230 | char reg_mask[6];
|
---|
3231 |
|
---|
3232 | /* Unused */
|
---|
3233 | if (!(map & 1)) continue;
|
---|
3234 |
|
---|
3235 | semantic_name = input_signature[i].semantic_name;
|
---|
3236 | semantic_idx = input_signature[i].semantic_idx;
|
---|
3237 | shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
|
---|
3238 |
|
---|
3239 | if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
|
---|
3240 | {
|
---|
3241 | if (semantic_idx < 8 && vertexprocessing == pretransformed)
|
---|
3242 | shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
|
---|
3243 | This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
|
---|
3244 | else
|
---|
3245 | shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
3246 | This->input_reg_map[i], reg_mask, reg_mask);
|
---|
3247 | }
|
---|
3248 | else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
|
---|
3249 | {
|
---|
3250 | if (semantic_idx == 0)
|
---|
3251 | shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
|
---|
3252 | This->input_reg_map[i], reg_mask, reg_mask);
|
---|
3253 | else if (semantic_idx == 1)
|
---|
3254 | shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
|
---|
3255 | This->input_reg_map[i], reg_mask, reg_mask);
|
---|
3256 | else
|
---|
3257 | shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
3258 | This->input_reg_map[i], reg_mask, reg_mask);
|
---|
3259 | }
|
---|
3260 | else
|
---|
3261 | {
|
---|
3262 | shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
3263 | This->input_reg_map[i], reg_mask, reg_mask);
|
---|
3264 | }
|
---|
3265 | }
|
---|
3266 | }
|
---|
3267 |
|
---|
3268 | /*********************************************
|
---|
3269 | * Vertex Shader Specific Code begins here
|
---|
3270 | ********************************************/
|
---|
3271 |
|
---|
3272 | static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
|
---|
3273 | glsl_program_key_t key;
|
---|
3274 |
|
---|
3275 | key.vshader = entry->vshader;
|
---|
3276 | key.pshader = entry->pshader;
|
---|
3277 | key.vs_args = entry->vs_args;
|
---|
3278 | key.ps_args = entry->ps_args;
|
---|
3279 |
|
---|
3280 | if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
|
---|
3281 | {
|
---|
3282 | ERR("Failed to insert program entry.\n");
|
---|
3283 | }
|
---|
3284 | }
|
---|
3285 |
|
---|
3286 | static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
|
---|
3287 | IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
|
---|
3288 | struct ps_compile_args *ps_args) {
|
---|
3289 | struct wine_rb_entry *entry;
|
---|
3290 | glsl_program_key_t key;
|
---|
3291 |
|
---|
3292 | key.vshader = vshader;
|
---|
3293 | key.pshader = pshader;
|
---|
3294 | key.vs_args = *vs_args;
|
---|
3295 | key.ps_args = *ps_args;
|
---|
3296 |
|
---|
3297 | entry = wine_rb_get(&priv->program_lookup, &key);
|
---|
3298 | return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
|
---|
3299 | }
|
---|
3300 |
|
---|
3301 | /* GL locking is done by the caller */
|
---|
3302 | static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
|
---|
3303 | struct glsl_shader_prog_link *entry)
|
---|
3304 | {
|
---|
3305 | glsl_program_key_t key;
|
---|
3306 |
|
---|
3307 | key.vshader = entry->vshader;
|
---|
3308 | key.pshader = entry->pshader;
|
---|
3309 | key.vs_args = entry->vs_args;
|
---|
3310 | key.ps_args = entry->ps_args;
|
---|
3311 | wine_rb_remove(&priv->program_lookup, &key);
|
---|
3312 |
|
---|
3313 | GL_EXTCALL(glDeleteObjectARB(entry->programId));
|
---|
3314 | if (entry->vshader) list_remove(&entry->vshader_entry);
|
---|
3315 | if (entry->pshader) list_remove(&entry->pshader_entry);
|
---|
3316 | HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
|
---|
3317 | HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
|
---|
3318 | HeapFree(GetProcessHeap(), 0, entry);
|
---|
3319 | }
|
---|
3320 |
|
---|
3321 | static void handle_ps3_input(SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, const DWORD *map,
|
---|
3322 | const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
|
---|
3323 | const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
|
---|
3324 | {
|
---|
3325 | unsigned int i, j;
|
---|
3326 | const char *semantic_name_in, *semantic_name_out;
|
---|
3327 | UINT semantic_idx_in, semantic_idx_out;
|
---|
3328 | DWORD *set;
|
---|
3329 | DWORD in_idx;
|
---|
3330 | DWORD in_count = vec4_varyings(3, gl_info);
|
---|
3331 | char reg_mask[6], reg_mask_out[6];
|
---|
3332 | char destination[50];
|
---|
3333 | WORD input_map, output_map;
|
---|
3334 |
|
---|
3335 | set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
|
---|
3336 |
|
---|
3337 | if (!output_signature)
|
---|
3338 | {
|
---|
3339 | /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
|
---|
3340 | shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
|
---|
3341 | shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
|
---|
3342 | }
|
---|
3343 |
|
---|
3344 | input_map = reg_maps_in->input_registers;
|
---|
3345 | for (i = 0; input_map; input_map >>= 1, ++i)
|
---|
3346 | {
|
---|
3347 | if (!(input_map & 1)) continue;
|
---|
3348 |
|
---|
3349 | in_idx = map[i];
|
---|
3350 | if (in_idx >= (in_count + 2)) {
|
---|
3351 | FIXME("More input varyings declared than supported, expect issues\n");
|
---|
3352 | continue;
|
---|
3353 | }
|
---|
3354 | else if (map[i] == ~0U)
|
---|
3355 | {
|
---|
3356 | /* Declared, but not read register */
|
---|
3357 | continue;
|
---|
3358 | }
|
---|
3359 |
|
---|
3360 | if (in_idx == in_count) {
|
---|
3361 | sprintf(destination, "gl_FrontColor");
|
---|
3362 | } else if (in_idx == in_count + 1) {
|
---|
3363 | sprintf(destination, "gl_FrontSecondaryColor");
|
---|
3364 | } else {
|
---|
3365 | sprintf(destination, "IN[%u]", in_idx);
|
---|
3366 | }
|
---|
3367 |
|
---|
3368 | semantic_name_in = input_signature[i].semantic_name;
|
---|
3369 | semantic_idx_in = input_signature[i].semantic_idx;
|
---|
3370 | set[map[i]] = input_signature[i].mask;
|
---|
3371 | shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
|
---|
3372 |
|
---|
3373 | if (!output_signature)
|
---|
3374 | {
|
---|
3375 | if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
|
---|
3376 | {
|
---|
3377 | if (semantic_idx_in == 0)
|
---|
3378 | shader_addline(buffer, "%s%s = front_color%s;\n",
|
---|
3379 | destination, reg_mask, reg_mask);
|
---|
3380 | else if (semantic_idx_in == 1)
|
---|
3381 | shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
|
---|
3382 | destination, reg_mask, reg_mask);
|
---|
3383 | else
|
---|
3384 | shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
3385 | destination, reg_mask, reg_mask);
|
---|
3386 | }
|
---|
3387 | else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_TEXCOORD))
|
---|
3388 | {
|
---|
3389 | if (semantic_idx_in < 8)
|
---|
3390 | {
|
---|
3391 | shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
|
---|
3392 | destination, reg_mask, semantic_idx_in, reg_mask);
|
---|
3393 | }
|
---|
3394 | else
|
---|
3395 | {
|
---|
3396 | shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
3397 | destination, reg_mask, reg_mask);
|
---|
3398 | }
|
---|
3399 | }
|
---|
3400 | else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_FOG))
|
---|
3401 | {
|
---|
3402 | shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
|
---|
3403 | destination, reg_mask, reg_mask);
|
---|
3404 | }
|
---|
3405 | else
|
---|
3406 | {
|
---|
3407 | shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
3408 | destination, reg_mask, reg_mask);
|
---|
3409 | }
|
---|
3410 | } else {
|
---|
3411 | BOOL found = FALSE;
|
---|
3412 |
|
---|
3413 | output_map = reg_maps_out->output_registers;
|
---|
3414 | for (j = 0; output_map; output_map >>= 1, ++j)
|
---|
3415 | {
|
---|
3416 | if (!(output_map & 1)) continue;
|
---|
3417 |
|
---|
3418 | semantic_name_out = output_signature[j].semantic_name;
|
---|
3419 | semantic_idx_out = output_signature[j].semantic_idx;
|
---|
3420 | shader_glsl_write_mask_to_str(output_signature[j].mask, reg_mask_out);
|
---|
3421 |
|
---|
3422 | if (semantic_idx_in == semantic_idx_out
|
---|
3423 | && !strcmp(semantic_name_in, semantic_name_out))
|
---|
3424 | {
|
---|
3425 | shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
|
---|
3426 | destination, reg_mask, j, reg_mask);
|
---|
3427 | found = TRUE;
|
---|
3428 | }
|
---|
3429 | }
|
---|
3430 | if(!found) {
|
---|
3431 | shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
3432 | destination, reg_mask, reg_mask);
|
---|
3433 | }
|
---|
3434 | }
|
---|
3435 | }
|
---|
3436 |
|
---|
3437 | /* This is solely to make the compiler / linker happy and avoid warning about undefined
|
---|
3438 | * varyings. It shouldn't result in any real code executed on the GPU, since all read
|
---|
3439 | * input varyings are assigned above, if the optimizer works properly.
|
---|
3440 | */
|
---|
3441 | for(i = 0; i < in_count + 2; i++) {
|
---|
3442 | if(set[i] != WINED3DSP_WRITEMASK_ALL) {
|
---|
3443 | unsigned int size = 0;
|
---|
3444 | memset(reg_mask, 0, sizeof(reg_mask));
|
---|
3445 | if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
|
---|
3446 | reg_mask[size] = 'x';
|
---|
3447 | size++;
|
---|
3448 | }
|
---|
3449 | if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
|
---|
3450 | reg_mask[size] = 'y';
|
---|
3451 | size++;
|
---|
3452 | }
|
---|
3453 | if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
|
---|
3454 | reg_mask[size] = 'z';
|
---|
3455 | size++;
|
---|
3456 | }
|
---|
3457 | if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
|
---|
3458 | reg_mask[size] = 'w';
|
---|
3459 | size++;
|
---|
3460 | }
|
---|
3461 |
|
---|
3462 | if (i == in_count) {
|
---|
3463 | sprintf(destination, "gl_FrontColor");
|
---|
3464 | } else if (i == in_count + 1) {
|
---|
3465 | sprintf(destination, "gl_FrontSecondaryColor");
|
---|
3466 | } else {
|
---|
3467 | sprintf(destination, "IN[%u]", i);
|
---|
3468 | }
|
---|
3469 |
|
---|
3470 | if (size == 1) {
|
---|
3471 | shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
|
---|
3472 | } else {
|
---|
3473 | shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
|
---|
3474 | }
|
---|
3475 | }
|
---|
3476 | }
|
---|
3477 |
|
---|
3478 | HeapFree(GetProcessHeap(), 0, set);
|
---|
3479 | }
|
---|
3480 |
|
---|
3481 | /* GL locking is done by the caller */
|
---|
3482 | static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
|
---|
3483 | IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
|
---|
3484 | {
|
---|
3485 | GLhandleARB ret = 0;
|
---|
3486 | IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
|
---|
3487 | IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
|
---|
3488 | IWineD3DDeviceImpl *device;
|
---|
3489 | DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
|
---|
3490 | DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
|
---|
3491 | unsigned int i;
|
---|
3492 | SHADER_BUFFER buffer;
|
---|
3493 | const char *semantic_name;
|
---|
3494 | UINT semantic_idx;
|
---|
3495 | char reg_mask[6];
|
---|
3496 | const struct wined3d_shader_signature_element *output_signature;
|
---|
3497 |
|
---|
3498 | shader_buffer_init(&buffer);
|
---|
3499 |
|
---|
3500 | shader_addline(&buffer, "#version 120\n");
|
---|
3501 |
|
---|
3502 | if(vs_major < 3 && ps_major < 3) {
|
---|
3503 | /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
|
---|
3504 | * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
|
---|
3505 | */
|
---|
3506 | device = (IWineD3DDeviceImpl *) vs->baseShader.device;
|
---|
3507 | if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
|
---|
3508 | !device->frag_pipe->ffp_proj_control) {
|
---|
3509 | shader_addline(&buffer, "void order_ps_input() {\n");
|
---|
3510 | for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
|
---|
3511 | if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
|
---|
3512 | vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
|
---|
3513 | shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
|
---|
3514 | }
|
---|
3515 | }
|
---|
3516 | shader_addline(&buffer, "}\n");
|
---|
3517 | } else {
|
---|
3518 | shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
|
---|
3519 | }
|
---|
3520 | } else if(ps_major < 3 && vs_major >= 3) {
|
---|
3521 | WORD map = vs->baseShader.reg_maps.output_registers;
|
---|
3522 |
|
---|
3523 | /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
|
---|
3524 | output_signature = vs->output_signature;
|
---|
3525 |
|
---|
3526 | shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
|
---|
3527 | for (i = 0; map; map >>= 1, ++i)
|
---|
3528 | {
|
---|
3529 | DWORD write_mask;
|
---|
3530 |
|
---|
3531 | if (!(map & 1)) continue;
|
---|
3532 |
|
---|
3533 | semantic_name = output_signature[i].semantic_name;
|
---|
3534 | semantic_idx = output_signature[i].semantic_idx;
|
---|
3535 | write_mask = output_signature[i].mask;
|
---|
3536 | shader_glsl_write_mask_to_str(write_mask, reg_mask);
|
---|
3537 |
|
---|
3538 | if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
|
---|
3539 | {
|
---|
3540 | if (semantic_idx == 0)
|
---|
3541 | shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
|
---|
3542 | else if (semantic_idx == 1)
|
---|
3543 | shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
|
---|
3544 | }
|
---|
3545 | else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
|
---|
3546 | {
|
---|
3547 | shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
|
---|
3548 | }
|
---|
3549 | else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
|
---|
3550 | {
|
---|
3551 | if (semantic_idx < 8)
|
---|
3552 | {
|
---|
3553 | if (!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) write_mask |= WINED3DSP_WRITEMASK_3;
|
---|
3554 |
|
---|
3555 | shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
|
---|
3556 | semantic_idx, reg_mask, i, reg_mask);
|
---|
3557 | if (!(write_mask & WINED3DSP_WRITEMASK_3))
|
---|
3558 | shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
|
---|
3559 | }
|
---|
3560 | }
|
---|
3561 | else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
|
---|
3562 | {
|
---|
3563 | shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
|
---|
3564 | }
|
---|
3565 | else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
|
---|
3566 | {
|
---|
3567 | shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
|
---|
3568 | }
|
---|
3569 | }
|
---|
3570 | shader_addline(&buffer, "}\n");
|
---|
3571 |
|
---|
3572 | } else if(ps_major >= 3 && vs_major >= 3) {
|
---|
3573 | WORD map = vs->baseShader.reg_maps.output_registers;
|
---|
3574 |
|
---|
3575 | output_signature = vs->output_signature;
|
---|
3576 |
|
---|
3577 | /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
|
---|
3578 | shader_addline(&buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
|
---|
3579 | shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
|
---|
3580 |
|
---|
3581 | /* First, sort out position and point size. Those are not passed to the pixel shader */
|
---|
3582 | for (i = 0; map; map >>= 1, ++i)
|
---|
3583 | {
|
---|
3584 | if (!(map & 1)) continue;
|
---|
3585 |
|
---|
3586 | semantic_name = output_signature[i].semantic_name;
|
---|
3587 | shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
|
---|
3588 |
|
---|
3589 | if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
|
---|
3590 | {
|
---|
3591 | shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
|
---|
3592 | }
|
---|
3593 | else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
|
---|
3594 | {
|
---|
3595 | shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
|
---|
3596 | }
|
---|
3597 | }
|
---|
3598 |
|
---|
3599 | /* Then, fix the pixel shader input */
|
---|
3600 | handle_ps3_input(&buffer, gl_info, ps->input_reg_map, ps->input_signature,
|
---|
3601 | &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
|
---|
3602 |
|
---|
3603 | shader_addline(&buffer, "}\n");
|
---|
3604 | } else if(ps_major >= 3 && vs_major < 3) {
|
---|
3605 | shader_addline(&buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
|
---|
3606 | shader_addline(&buffer, "void order_ps_input() {\n");
|
---|
3607 | /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
|
---|
3608 | * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
|
---|
3609 | * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
|
---|
3610 | */
|
---|
3611 | handle_ps3_input(&buffer, gl_info, ps->input_reg_map, ps->input_signature,
|
---|
3612 | &ps->baseShader.reg_maps, NULL, NULL);
|
---|
3613 | shader_addline(&buffer, "}\n");
|
---|
3614 | } else {
|
---|
3615 | ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
|
---|
3616 | }
|
---|
3617 |
|
---|
3618 | ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
|
---|
3619 | checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
|
---|
3620 | GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
|
---|
3621 | checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
|
---|
3622 | GL_EXTCALL(glCompileShaderARB(ret));
|
---|
3623 | checkGLcall("glCompileShaderARB(ret)");
|
---|
3624 |
|
---|
3625 | shader_buffer_free(&buffer);
|
---|
3626 | return ret;
|
---|
3627 | }
|
---|
3628 |
|
---|
3629 | /* GL locking is done by the caller */
|
---|
3630 | static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
|
---|
3631 | GLhandleARB programId, char prefix)
|
---|
3632 | {
|
---|
3633 | const local_constant *lconst;
|
---|
3634 | GLint tmp_loc;
|
---|
3635 | const float *value;
|
---|
3636 | char glsl_name[8];
|
---|
3637 |
|
---|
3638 | LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
|
---|
3639 | value = (const float *)lconst->value;
|
---|
3640 | _snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
|
---|
3641 | tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
---|
3642 | GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
|
---|
3643 | }
|
---|
3644 | checkGLcall("Hardcoding local constants\n");
|
---|
3645 | }
|
---|
3646 |
|
---|
3647 | /* GL locking is done by the caller */
|
---|
3648 | static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This,
|
---|
3649 | SHADER_BUFFER *buffer, const struct ps_compile_args *args)
|
---|
3650 | {
|
---|
3651 | const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
|
---|
3652 | CONST DWORD *function = This->baseShader.function;
|
---|
3653 | const char *fragcolor;
|
---|
3654 | const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
|
---|
3655 | struct shader_glsl_ctx_priv priv_ctx;
|
---|
3656 |
|
---|
3657 | /* Create the hw GLSL shader object and assign it as the shader->prgId */
|
---|
3658 | GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
|
---|
3659 |
|
---|
3660 | memset(&priv_ctx, 0, sizeof(priv_ctx));
|
---|
3661 | priv_ctx.cur_ps_args = args;
|
---|
3662 |
|
---|
3663 | shader_addline(buffer, "#version 120\n");
|
---|
3664 |
|
---|
3665 | if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
|
---|
3666 | shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
|
---|
3667 | }
|
---|
3668 | if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD) && reg_maps->usestexldd) {
|
---|
3669 | shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
|
---|
3670 | }
|
---|
3671 | if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
|
---|
3672 | /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
|
---|
3673 | * drivers write a warning if we don't do so
|
---|
3674 | */
|
---|
3675 | shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
|
---|
3676 | }
|
---|
3677 |
|
---|
3678 | /* Base Declarations */
|
---|
3679 | shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, args);
|
---|
3680 |
|
---|
3681 | /* Pack 3.0 inputs */
|
---|
3682 | if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
|
---|
3683 | {
|
---|
3684 | pshader_glsl_input_pack((IWineD3DPixelShader *) This, buffer, This->input_signature, reg_maps, args->vp_mode);
|
---|
3685 | }
|
---|
3686 |
|
---|
3687 | /* Base Shader Body */
|
---|
3688 | shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
|
---|
3689 |
|
---|
3690 | /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
|
---|
3691 | if (reg_maps->shader_version.major < 2)
|
---|
3692 | {
|
---|
3693 | /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
|
---|
3694 | if(GL_SUPPORT(ARB_DRAW_BUFFERS))
|
---|
3695 | shader_addline(buffer, "gl_FragData[0] = R0;\n");
|
---|
3696 | else
|
---|
3697 | shader_addline(buffer, "gl_FragColor = R0;\n");
|
---|
3698 | }
|
---|
3699 |
|
---|
3700 | if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
|
---|
3701 | fragcolor = "gl_FragData[0]";
|
---|
3702 | } else {
|
---|
3703 | fragcolor = "gl_FragColor";
|
---|
3704 | }
|
---|
3705 | if(args->srgb_correction) {
|
---|
3706 | shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
|
---|
3707 | fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
|
---|
3708 | srgb_sub_high, srgb_sub_high, srgb_sub_high);
|
---|
3709 | shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
|
---|
3710 | shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
|
---|
3711 | shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
|
---|
3712 | shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
|
---|
3713 | shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
|
---|
3714 | }
|
---|
3715 | /* Pixel shader < 3.0 do not replace the fog stage.
|
---|
3716 | * This implements linear fog computation and blending.
|
---|
3717 | * TODO: non linear fog
|
---|
3718 | * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
|
---|
3719 | * -1/(e-s) and e/(e-s) respectively.
|
---|
3720 | */
|
---|
3721 | if (reg_maps->shader_version.major < 3)
|
---|
3722 | {
|
---|
3723 | switch(args->fog) {
|
---|
3724 | case FOG_OFF: break;
|
---|
3725 | case FOG_LINEAR:
|
---|
3726 | shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
|
---|
3727 | shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
|
---|
3728 | shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
|
---|
3729 | shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
|
---|
3730 | break;
|
---|
3731 | case FOG_EXP:
|
---|
3732 | /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
|
---|
3733 | shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
|
---|
3734 | shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
|
---|
3735 | shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
|
---|
3736 | break;
|
---|
3737 | case FOG_EXP2:
|
---|
3738 | /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
|
---|
3739 | shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
|
---|
3740 | shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
|
---|
3741 | shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
|
---|
3742 | break;
|
---|
3743 | }
|
---|
3744 | }
|
---|
3745 |
|
---|
3746 | shader_addline(buffer, "}\n");
|
---|
3747 |
|
---|
3748 | TRACE("Compiling shader object %u\n", shader_obj);
|
---|
3749 | GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
|
---|
3750 | GL_EXTCALL(glCompileShaderARB(shader_obj));
|
---|
3751 | print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
|
---|
3752 |
|
---|
3753 | /* Store the shader object */
|
---|
3754 | return shader_obj;
|
---|
3755 | }
|
---|
3756 |
|
---|
3757 | /* GL locking is done by the caller */
|
---|
3758 | static GLuint shader_glsl_generate_vshader(IWineD3DVertexShaderImpl *This,
|
---|
3759 | SHADER_BUFFER *buffer, const struct vs_compile_args *args)
|
---|
3760 | {
|
---|
3761 | const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
|
---|
3762 | CONST DWORD *function = This->baseShader.function;
|
---|
3763 | const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
|
---|
3764 | struct shader_glsl_ctx_priv priv_ctx;
|
---|
3765 |
|
---|
3766 | /* Create the hw GLSL shader program and assign it as the shader->prgId */
|
---|
3767 | GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
|
---|
3768 |
|
---|
3769 | shader_addline(buffer, "#version 120\n");
|
---|
3770 |
|
---|
3771 | memset(&priv_ctx, 0, sizeof(priv_ctx));
|
---|
3772 | priv_ctx.cur_vs_args = args;
|
---|
3773 |
|
---|
3774 | /* Base Declarations */
|
---|
3775 | shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL);
|
---|
3776 |
|
---|
3777 | /* Base Shader Body */
|
---|
3778 | shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
|
---|
3779 |
|
---|
3780 | /* Unpack 3.0 outputs */
|
---|
3781 | if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
|
---|
3782 | else shader_addline(buffer, "order_ps_input();\n");
|
---|
3783 |
|
---|
3784 | /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
|
---|
3785 | * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
|
---|
3786 | * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
|
---|
3787 | * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
|
---|
3788 | */
|
---|
3789 | if(args->fog_src == VS_FOG_Z) {
|
---|
3790 | shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
|
---|
3791 | } else if (!reg_maps->fog) {
|
---|
3792 | shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
|
---|
3793 | }
|
---|
3794 |
|
---|
3795 | /* Write the final position.
|
---|
3796 | *
|
---|
3797 | * OpenGL coordinates specify the center of the pixel while d3d coords specify
|
---|
3798 | * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
|
---|
3799 | * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
|
---|
3800 | * contains 1.0 to allow a mad.
|
---|
3801 | */
|
---|
3802 | shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
|
---|
3803 | shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
|
---|
3804 | shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
|
---|
3805 |
|
---|
3806 | /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
|
---|
3807 | *
|
---|
3808 | * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
|
---|
3809 | * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
|
---|
3810 | * which is the same as z = z * 2 - w.
|
---|
3811 | */
|
---|
3812 | shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
|
---|
3813 |
|
---|
3814 | shader_addline(buffer, "}\n");
|
---|
3815 |
|
---|
3816 | TRACE("Compiling shader object %u\n", shader_obj);
|
---|
3817 | GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
|
---|
3818 | GL_EXTCALL(glCompileShaderARB(shader_obj));
|
---|
3819 | print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
|
---|
3820 |
|
---|
3821 | return shader_obj;
|
---|
3822 | }
|
---|
3823 |
|
---|
3824 | static GLhandleARB find_glsl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
|
---|
3825 | {
|
---|
3826 | UINT i;
|
---|
3827 | DWORD new_size;
|
---|
3828 | struct glsl_ps_compiled_shader *new_array;
|
---|
3829 | SHADER_BUFFER buffer;
|
---|
3830 | struct glsl_pshader_private *shader_data;
|
---|
3831 | GLhandleARB ret;
|
---|
3832 |
|
---|
3833 | if(!shader->backend_priv) {
|
---|
3834 | shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
|
---|
3835 | }
|
---|
3836 | shader_data = shader->backend_priv;
|
---|
3837 |
|
---|
3838 | /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
|
---|
3839 | * so a linear search is more performant than a hashmap or a binary search
|
---|
3840 | * (cache coherency etc)
|
---|
3841 | */
|
---|
3842 | for(i = 0; i < shader_data->num_gl_shaders; i++) {
|
---|
3843 | if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
|
---|
3844 | return shader_data->gl_shaders[i].prgId;
|
---|
3845 | }
|
---|
3846 | }
|
---|
3847 |
|
---|
3848 | TRACE("No matching GL shader found, compiling a new shader\n");
|
---|
3849 | if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
|
---|
3850 | if (shader_data->num_gl_shaders)
|
---|
3851 | {
|
---|
3852 | new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
|
---|
3853 | new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
|
---|
3854 | new_size * sizeof(*shader_data->gl_shaders));
|
---|
3855 | } else {
|
---|
3856 | new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
|
---|
3857 | new_size = 1;
|
---|
3858 | }
|
---|
3859 |
|
---|
3860 | if(!new_array) {
|
---|
3861 | ERR("Out of memory\n");
|
---|
3862 | return 0;
|
---|
3863 | }
|
---|
3864 | shader_data->gl_shaders = new_array;
|
---|
3865 | shader_data->shader_array_size = new_size;
|
---|
3866 | }
|
---|
3867 |
|
---|
3868 | shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
|
---|
3869 |
|
---|
3870 | pixelshader_update_samplers(&shader->baseShader.reg_maps,
|
---|
3871 | ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
|
---|
3872 |
|
---|
3873 | shader_buffer_init(&buffer);
|
---|
3874 | ret = shader_glsl_generate_pshader(shader, &buffer, args);
|
---|
3875 | shader_buffer_free(&buffer);
|
---|
3876 | shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
|
---|
3877 |
|
---|
3878 | return ret;
|
---|
3879 | }
|
---|
3880 |
|
---|
3881 | static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
|
---|
3882 | const DWORD use_map) {
|
---|
3883 | if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
|
---|
3884 | return stored->fog_src == new->fog_src;
|
---|
3885 | }
|
---|
3886 |
|
---|
3887 | static GLhandleARB find_glsl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args)
|
---|
3888 | {
|
---|
3889 | UINT i;
|
---|
3890 | DWORD new_size;
|
---|
3891 | struct glsl_vs_compiled_shader *new_array;
|
---|
3892 | DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
|
---|
3893 | SHADER_BUFFER buffer;
|
---|
3894 | struct glsl_vshader_private *shader_data;
|
---|
3895 | GLhandleARB ret;
|
---|
3896 |
|
---|
3897 | if(!shader->backend_priv) {
|
---|
3898 | shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
|
---|
3899 | }
|
---|
3900 | shader_data = shader->backend_priv;
|
---|
3901 |
|
---|
3902 | /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
|
---|
3903 | * so a linear search is more performant than a hashmap or a binary search
|
---|
3904 | * (cache coherency etc)
|
---|
3905 | */
|
---|
3906 | for(i = 0; i < shader_data->num_gl_shaders; i++) {
|
---|
3907 | if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
|
---|
3908 | return shader_data->gl_shaders[i].prgId;
|
---|
3909 | }
|
---|
3910 | }
|
---|
3911 |
|
---|
3912 | TRACE("No matching GL shader found, compiling a new shader\n");
|
---|
3913 |
|
---|
3914 | if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
|
---|
3915 | if (shader_data->num_gl_shaders)
|
---|
3916 | {
|
---|
3917 | new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
|
---|
3918 | new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
|
---|
3919 | new_size * sizeof(*shader_data->gl_shaders));
|
---|
3920 | } else {
|
---|
3921 | new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
|
---|
3922 | new_size = 1;
|
---|
3923 | }
|
---|
3924 |
|
---|
3925 | if(!new_array) {
|
---|
3926 | ERR("Out of memory\n");
|
---|
3927 | return 0;
|
---|
3928 | }
|
---|
3929 | shader_data->gl_shaders = new_array;
|
---|
3930 | shader_data->shader_array_size = new_size;
|
---|
3931 | }
|
---|
3932 |
|
---|
3933 | shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
|
---|
3934 |
|
---|
3935 | shader_buffer_init(&buffer);
|
---|
3936 | ret = shader_glsl_generate_vshader(shader, &buffer, args);
|
---|
3937 | shader_buffer_free(&buffer);
|
---|
3938 | shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
|
---|
3939 |
|
---|
3940 | return ret;
|
---|
3941 | }
|
---|
3942 |
|
---|
3943 | /** Sets the GLSL program ID for the given pixel and vertex shader combination.
|
---|
3944 | * It sets the programId on the current StateBlock (because it should be called
|
---|
3945 | * inside of the DrawPrimitive() part of the render loop).
|
---|
3946 | *
|
---|
3947 | * If a program for the given combination does not exist, create one, and store
|
---|
3948 | * the program in the hash table. If it creates a program, it will link the
|
---|
3949 | * given objects, too.
|
---|
3950 | */
|
---|
3951 |
|
---|
3952 | /* GL locking is done by the caller */
|
---|
3953 | static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
|
---|
3954 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3955 | struct shader_glsl_priv *priv = This->shader_priv;
|
---|
3956 | const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
---|
3957 | IWineD3DPixelShader *pshader = use_ps ? This->stateBlock->pixelShader : NULL;
|
---|
3958 | IWineD3DVertexShader *vshader = use_vs ? This->stateBlock->vertexShader : NULL;
|
---|
3959 | struct glsl_shader_prog_link *entry = NULL;
|
---|
3960 | GLhandleARB programId = 0;
|
---|
3961 | GLhandleARB reorder_shader_id = 0;
|
---|
3962 | unsigned int i;
|
---|
3963 | char glsl_name[8];
|
---|
3964 | GLhandleARB vshader_id, pshader_id;
|
---|
3965 | struct ps_compile_args ps_compile_args;
|
---|
3966 | struct vs_compile_args vs_compile_args;
|
---|
3967 |
|
---|
3968 | if(use_vs) {
|
---|
3969 | find_vs_compile_args((IWineD3DVertexShaderImpl*)This->stateBlock->vertexShader, This->stateBlock, &vs_compile_args);
|
---|
3970 | } else {
|
---|
3971 | /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
|
---|
3972 | memset(&vs_compile_args, 0, sizeof(vs_compile_args));
|
---|
3973 | }
|
---|
3974 | if(use_ps) {
|
---|
3975 | find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &ps_compile_args);
|
---|
3976 | } else {
|
---|
3977 | /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
|
---|
3978 | memset(&ps_compile_args, 0, sizeof(ps_compile_args));
|
---|
3979 | }
|
---|
3980 | entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
|
---|
3981 | if (entry) {
|
---|
3982 | priv->glsl_program = entry;
|
---|
3983 | return;
|
---|
3984 | }
|
---|
3985 |
|
---|
3986 | /* If we get to this point, then no matching program exists, so we create one */
|
---|
3987 | programId = GL_EXTCALL(glCreateProgramObjectARB());
|
---|
3988 | TRACE("Created new GLSL shader program %u\n", programId);
|
---|
3989 |
|
---|
3990 | /* Create the entry */
|
---|
3991 | entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
|
---|
3992 | entry->programId = programId;
|
---|
3993 | entry->vshader = vshader;
|
---|
3994 | entry->pshader = pshader;
|
---|
3995 | entry->vs_args = vs_compile_args;
|
---|
3996 | entry->ps_args = ps_compile_args;
|
---|
3997 | entry->constant_version = 0;
|
---|
3998 | /* Add the hash table entry */
|
---|
3999 | add_glsl_program_entry(priv, entry);
|
---|
4000 |
|
---|
4001 | /* Set the current program */
|
---|
4002 | priv->glsl_program = entry;
|
---|
4003 |
|
---|
4004 | if(use_vs) {
|
---|
4005 | vshader_id = find_glsl_vshader((IWineD3DVertexShaderImpl *) vshader, &vs_compile_args);
|
---|
4006 | } else {
|
---|
4007 | vshader_id = 0;
|
---|
4008 | }
|
---|
4009 |
|
---|
4010 | /* Attach GLSL vshader */
|
---|
4011 | if (vshader_id) {
|
---|
4012 | WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
|
---|
4013 | char tmp_name[10];
|
---|
4014 |
|
---|
4015 | reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
|
---|
4016 | TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
|
---|
4017 | GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
|
---|
4018 | checkGLcall("glAttachObjectARB");
|
---|
4019 | /* Flag the reorder function for deletion, then it will be freed automatically when the program
|
---|
4020 | * is destroyed
|
---|
4021 | */
|
---|
4022 | GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
|
---|
4023 |
|
---|
4024 | TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
|
---|
4025 | GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
|
---|
4026 | checkGLcall("glAttachObjectARB");
|
---|
4027 |
|
---|
4028 | /* Bind vertex attributes to a corresponding index number to match
|
---|
4029 | * the same index numbers as ARB_vertex_programs (makes loading
|
---|
4030 | * vertex attributes simpler). With this method, we can use the
|
---|
4031 | * exact same code to load the attributes later for both ARB and
|
---|
4032 | * GLSL shaders.
|
---|
4033 | *
|
---|
4034 | * We have to do this here because we need to know the Program ID
|
---|
4035 | * in order to make the bindings work, and it has to be done prior
|
---|
4036 | * to linking the GLSL program. */
|
---|
4037 | for (i = 0; map; map >>= 1, ++i)
|
---|
4038 | {
|
---|
4039 | if (!(map & 1)) continue;
|
---|
4040 |
|
---|
4041 | _snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
|
---|
4042 | GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
|
---|
4043 | }
|
---|
4044 | checkGLcall("glBindAttribLocationARB");
|
---|
4045 |
|
---|
4046 | list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
|
---|
4047 | }
|
---|
4048 |
|
---|
4049 | if(use_ps) {
|
---|
4050 | pshader_id = find_glsl_pshader((IWineD3DPixelShaderImpl *) pshader, &ps_compile_args);
|
---|
4051 | } else {
|
---|
4052 | pshader_id = 0;
|
---|
4053 | }
|
---|
4054 |
|
---|
4055 | /* Attach GLSL pshader */
|
---|
4056 | if (pshader_id) {
|
---|
4057 | TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
|
---|
4058 | GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
|
---|
4059 | checkGLcall("glAttachObjectARB");
|
---|
4060 |
|
---|
4061 | list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
|
---|
4062 | }
|
---|
4063 |
|
---|
4064 | /* Link the program */
|
---|
4065 | TRACE("Linking GLSL shader program %u\n", programId);
|
---|
4066 | GL_EXTCALL(glLinkProgramARB(programId));
|
---|
4067 | print_glsl_info_log(&GLINFO_LOCATION, programId);
|
---|
4068 |
|
---|
4069 | entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
|
---|
4070 | for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
|
---|
4071 | _snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
|
---|
4072 | entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
---|
4073 | }
|
---|
4074 | for (i = 0; i < MAX_CONST_I; ++i) {
|
---|
4075 | _snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
|
---|
4076 | entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
---|
4077 | }
|
---|
4078 | entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
|
---|
4079 | for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
|
---|
4080 | _snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
|
---|
4081 | entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
---|
4082 | }
|
---|
4083 | for (i = 0; i < MAX_CONST_I; ++i) {
|
---|
4084 | _snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
|
---|
4085 | entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
---|
4086 | }
|
---|
4087 |
|
---|
4088 | if(pshader) {
|
---|
4089 | for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
|
---|
4090 | char name[32];
|
---|
4091 | sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
|
---|
4092 | entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
|
---|
4093 | sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
|
---|
4094 | entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
|
---|
4095 | sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
|
---|
4096 | entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
|
---|
4097 | }
|
---|
4098 | }
|
---|
4099 |
|
---|
4100 | if (use_ps && ps_compile_args.np2_fixup) {
|
---|
4101 | char name[32];
|
---|
4102 | for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
|
---|
4103 | if (ps_compile_args.np2_fixup & (1 << i)) {
|
---|
4104 | sprintf(name, "PsamplerNP2Fixup%u", i);
|
---|
4105 | entry->np2Fixup_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
|
---|
4106 | } else {
|
---|
4107 | entry->np2Fixup_location[i] = -1;
|
---|
4108 | }
|
---|
4109 | }
|
---|
4110 | }
|
---|
4111 |
|
---|
4112 | entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
|
---|
4113 | entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
|
---|
4114 | checkGLcall("Find glsl program uniform locations");
|
---|
4115 |
|
---|
4116 | if (pshader
|
---|
4117 | && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
|
---|
4118 | && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
|
---|
4119 | {
|
---|
4120 | TRACE("Shader %d needs vertex color clamping disabled\n", programId);
|
---|
4121 | entry->vertex_color_clamp = GL_FALSE;
|
---|
4122 | } else {
|
---|
4123 | entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
|
---|
4124 | }
|
---|
4125 |
|
---|
4126 | /* Set the shader to allow uniform loading on it */
|
---|
4127 | GL_EXTCALL(glUseProgramObjectARB(programId));
|
---|
4128 | checkGLcall("glUseProgramObjectARB(programId)");
|
---|
4129 |
|
---|
4130 | /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
|
---|
4131 | * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
|
---|
4132 | * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
|
---|
4133 | * vertex shader with fixed function pixel processing is used we make sure that the card
|
---|
4134 | * supports enough samplers to allow the max number of vertex samplers with all possible
|
---|
4135 | * fixed function fragment processing setups. So once the program is linked these samplers
|
---|
4136 | * won't change.
|
---|
4137 | */
|
---|
4138 | if(vshader_id) {
|
---|
4139 | /* Load vertex shader samplers */
|
---|
4140 | shader_glsl_load_vsamplers(gl_info, This->texUnitMap, programId);
|
---|
4141 | }
|
---|
4142 | if(pshader_id) {
|
---|
4143 | /* Load pixel shader samplers */
|
---|
4144 | shader_glsl_load_psamplers(gl_info, This->texUnitMap, programId);
|
---|
4145 | }
|
---|
4146 |
|
---|
4147 | /* If the local constants do not have to be loaded with the environment constants,
|
---|
4148 | * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
|
---|
4149 | * later
|
---|
4150 | */
|
---|
4151 | if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
|
---|
4152 | hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
|
---|
4153 | }
|
---|
4154 | if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
|
---|
4155 | hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
|
---|
4156 | }
|
---|
4157 | }
|
---|
4158 |
|
---|
4159 | /* GL locking is done by the caller */
|
---|
4160 | static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
|
---|
4161 | {
|
---|
4162 | GLhandleARB program_id;
|
---|
4163 | GLhandleARB vshader_id, pshader_id;
|
---|
4164 | static const char *blt_vshader[] =
|
---|
4165 | {
|
---|
4166 | "#version 120\n"
|
---|
4167 | "void main(void)\n"
|
---|
4168 | "{\n"
|
---|
4169 | " gl_Position = gl_Vertex;\n"
|
---|
4170 | " gl_FrontColor = vec4(1.0);\n"
|
---|
4171 | " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
|
---|
4172 | "}\n"
|
---|
4173 | };
|
---|
4174 |
|
---|
4175 | static const char *blt_pshaders[tex_type_count] =
|
---|
4176 | {
|
---|
4177 | /* tex_1d */
|
---|
4178 | NULL,
|
---|
4179 | /* tex_2d */
|
---|
4180 | "#version 120\n"
|
---|
4181 | "uniform sampler2D sampler;\n"
|
---|
4182 | "void main(void)\n"
|
---|
4183 | "{\n"
|
---|
4184 | " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
|
---|
4185 | "}\n",
|
---|
4186 | /* tex_3d */
|
---|
4187 | NULL,
|
---|
4188 | /* tex_cube */
|
---|
4189 | "#version 120\n"
|
---|
4190 | "uniform samplerCube sampler;\n"
|
---|
4191 | "void main(void)\n"
|
---|
4192 | "{\n"
|
---|
4193 | " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
|
---|
4194 | "}\n",
|
---|
4195 | /* tex_rect */
|
---|
4196 | "#version 120\n"
|
---|
4197 | "#extension GL_ARB_texture_rectangle : enable\n"
|
---|
4198 | "uniform sampler2DRect sampler;\n"
|
---|
4199 | "void main(void)\n"
|
---|
4200 | "{\n"
|
---|
4201 | " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
|
---|
4202 | "}\n",
|
---|
4203 | };
|
---|
4204 |
|
---|
4205 | if (!blt_pshaders[tex_type])
|
---|
4206 | {
|
---|
4207 | FIXME("tex_type %#x not supported\n", tex_type);
|
---|
4208 | tex_type = tex_2d;
|
---|
4209 | }
|
---|
4210 |
|
---|
4211 | vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
|
---|
4212 | GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
|
---|
4213 | GL_EXTCALL(glCompileShaderARB(vshader_id));
|
---|
4214 |
|
---|
4215 | pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
|
---|
4216 | GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
|
---|
4217 | GL_EXTCALL(glCompileShaderARB(pshader_id));
|
---|
4218 |
|
---|
4219 | program_id = GL_EXTCALL(glCreateProgramObjectARB());
|
---|
4220 | GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
|
---|
4221 | GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
|
---|
4222 | GL_EXTCALL(glLinkProgramARB(program_id));
|
---|
4223 |
|
---|
4224 | print_glsl_info_log(&GLINFO_LOCATION, program_id);
|
---|
4225 |
|
---|
4226 | /* Once linked we can mark the shaders for deletion. They will be deleted once the program
|
---|
4227 | * is destroyed
|
---|
4228 | */
|
---|
4229 | GL_EXTCALL(glDeleteObjectARB(vshader_id));
|
---|
4230 | GL_EXTCALL(glDeleteObjectARB(pshader_id));
|
---|
4231 | return program_id;
|
---|
4232 | }
|
---|
4233 |
|
---|
4234 | /* GL locking is done by the caller */
|
---|
4235 | static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
|
---|
4236 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4237 | struct shader_glsl_priv *priv = This->shader_priv;
|
---|
4238 | const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
---|
4239 | GLhandleARB program_id = 0;
|
---|
4240 | GLenum old_vertex_color_clamp, current_vertex_color_clamp;
|
---|
4241 |
|
---|
4242 | old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
|
---|
4243 |
|
---|
4244 | if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
|
---|
4245 | else priv->glsl_program = NULL;
|
---|
4246 |
|
---|
4247 | current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
|
---|
4248 |
|
---|
4249 | if (old_vertex_color_clamp != current_vertex_color_clamp) {
|
---|
4250 | if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
|
---|
4251 | GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
|
---|
4252 | checkGLcall("glClampColorARB");
|
---|
4253 | } else {
|
---|
4254 | FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
|
---|
4255 | }
|
---|
4256 | }
|
---|
4257 |
|
---|
4258 | program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
|
---|
4259 | if (program_id) TRACE("Using GLSL program %u\n", program_id);
|
---|
4260 | GL_EXTCALL(glUseProgramObjectARB(program_id));
|
---|
4261 | checkGLcall("glUseProgramObjectARB");
|
---|
4262 | }
|
---|
4263 |
|
---|
4264 | /* GL locking is done by the caller */
|
---|
4265 | static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
|
---|
4266 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4267 | const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
---|
4268 | struct shader_glsl_priv *priv = This->shader_priv;
|
---|
4269 | GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
|
---|
4270 |
|
---|
4271 | if (!*blt_program) {
|
---|
4272 | GLint loc;
|
---|
4273 | *blt_program = create_glsl_blt_shader(gl_info, tex_type);
|
---|
4274 | loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
|
---|
4275 | GL_EXTCALL(glUseProgramObjectARB(*blt_program));
|
---|
4276 | GL_EXTCALL(glUniform1iARB(loc, 0));
|
---|
4277 | } else {
|
---|
4278 | GL_EXTCALL(glUseProgramObjectARB(*blt_program));
|
---|
4279 | }
|
---|
4280 | }
|
---|
4281 |
|
---|
4282 | /* GL locking is done by the caller */
|
---|
4283 | static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
|
---|
4284 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4285 | const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
---|
4286 | struct shader_glsl_priv *priv = This->shader_priv;
|
---|
4287 | GLhandleARB program_id;
|
---|
4288 |
|
---|
4289 | program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
|
---|
4290 | if (program_id) TRACE("Using GLSL program %u\n", program_id);
|
---|
4291 |
|
---|
4292 | GL_EXTCALL(glUseProgramObjectARB(program_id));
|
---|
4293 | checkGLcall("glUseProgramObjectARB");
|
---|
4294 | }
|
---|
4295 |
|
---|
4296 | static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
|
---|
4297 | const struct list *linked_programs;
|
---|
4298 | IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
|
---|
4299 | IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
|
---|
4300 | struct shader_glsl_priv *priv = device->shader_priv;
|
---|
4301 | const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
|
---|
4302 | IWineD3DPixelShaderImpl *ps = NULL;
|
---|
4303 | IWineD3DVertexShaderImpl *vs = NULL;
|
---|
4304 |
|
---|
4305 | /* Note: Do not use QueryInterface here to find out which shader type this is because this code
|
---|
4306 | * can be called from IWineD3DBaseShader::Release
|
---|
4307 | */
|
---|
4308 | char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
|
---|
4309 |
|
---|
4310 | ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
---|
4311 |
|
---|
4312 | if(pshader) {
|
---|
4313 | struct glsl_pshader_private *shader_data;
|
---|
4314 | ps = (IWineD3DPixelShaderImpl *) This;
|
---|
4315 | shader_data = ps->backend_priv;
|
---|
4316 | if(!shader_data || shader_data->num_gl_shaders == 0)
|
---|
4317 | {
|
---|
4318 | HeapFree(GetProcessHeap(), 0, shader_data);
|
---|
4319 | ps->backend_priv = NULL;
|
---|
4320 | return;
|
---|
4321 | }
|
---|
4322 |
|
---|
4323 | if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
|
---|
4324 | {
|
---|
4325 | ENTER_GL();
|
---|
4326 | shader_glsl_select(This->baseShader.device, FALSE, FALSE);
|
---|
4327 | LEAVE_GL();
|
---|
4328 | }
|
---|
4329 | } else {
|
---|
4330 | struct glsl_vshader_private *shader_data;
|
---|
4331 | vs = (IWineD3DVertexShaderImpl *) This;
|
---|
4332 | shader_data = vs->backend_priv;
|
---|
4333 | if(!shader_data || shader_data->num_gl_shaders == 0)
|
---|
4334 | {
|
---|
4335 | HeapFree(GetProcessHeap(), 0, shader_data);
|
---|
4336 | vs->backend_priv = NULL;
|
---|
4337 | return;
|
---|
4338 | }
|
---|
4339 |
|
---|
4340 | if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
|
---|
4341 | {
|
---|
4342 | ENTER_GL();
|
---|
4343 | shader_glsl_select(This->baseShader.device, FALSE, FALSE);
|
---|
4344 | LEAVE_GL();
|
---|
4345 | }
|
---|
4346 | }
|
---|
4347 |
|
---|
4348 | linked_programs = &This->baseShader.linked_programs;
|
---|
4349 |
|
---|
4350 | TRACE("Deleting linked programs\n");
|
---|
4351 | if (linked_programs->next) {
|
---|
4352 | struct glsl_shader_prog_link *entry, *entry2;
|
---|
4353 |
|
---|
4354 | ENTER_GL();
|
---|
4355 | if(pshader) {
|
---|
4356 | LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
|
---|
4357 | delete_glsl_program_entry(priv, gl_info, entry);
|
---|
4358 | }
|
---|
4359 | } else {
|
---|
4360 | LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
|
---|
4361 | delete_glsl_program_entry(priv, gl_info, entry);
|
---|
4362 | }
|
---|
4363 | }
|
---|
4364 | LEAVE_GL();
|
---|
4365 | }
|
---|
4366 |
|
---|
4367 | if(pshader) {
|
---|
4368 | UINT i;
|
---|
4369 | struct glsl_pshader_private *shader_data = ps->backend_priv;
|
---|
4370 |
|
---|
4371 | ENTER_GL();
|
---|
4372 | for(i = 0; i < shader_data->num_gl_shaders; i++) {
|
---|
4373 | TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
|
---|
4374 | GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
|
---|
4375 | checkGLcall("glDeleteObjectARB");
|
---|
4376 | }
|
---|
4377 | LEAVE_GL();
|
---|
4378 | HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
|
---|
4379 | HeapFree(GetProcessHeap(), 0, shader_data);
|
---|
4380 | ps->backend_priv = NULL;
|
---|
4381 | } else {
|
---|
4382 | UINT i;
|
---|
4383 | struct glsl_vshader_private *shader_data = vs->backend_priv;
|
---|
4384 |
|
---|
4385 | ENTER_GL();
|
---|
4386 | for(i = 0; i < shader_data->num_gl_shaders; i++) {
|
---|
4387 | TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
|
---|
4388 | GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
|
---|
4389 | checkGLcall("glDeleteObjectARB");
|
---|
4390 | }
|
---|
4391 | LEAVE_GL();
|
---|
4392 | HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
|
---|
4393 | HeapFree(GetProcessHeap(), 0, shader_data);
|
---|
4394 | vs->backend_priv = NULL;
|
---|
4395 | }
|
---|
4396 | }
|
---|
4397 |
|
---|
4398 | static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
|
---|
4399 | {
|
---|
4400 | const glsl_program_key_t *k = key;
|
---|
4401 | const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
|
---|
4402 | const struct glsl_shader_prog_link, program_lookup_entry);
|
---|
4403 | int cmp;
|
---|
4404 |
|
---|
4405 | if (k->vshader > prog->vshader) return 1;
|
---|
4406 | else if (k->vshader < prog->vshader) return -1;
|
---|
4407 |
|
---|
4408 | if (k->pshader > prog->pshader) return 1;
|
---|
4409 | else if (k->pshader < prog->pshader) return -1;
|
---|
4410 |
|
---|
4411 | cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args));
|
---|
4412 | if (cmp) return cmp;
|
---|
4413 |
|
---|
4414 | cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args));
|
---|
4415 | return cmp;
|
---|
4416 | }
|
---|
4417 |
|
---|
4418 | static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
|
---|
4419 | {
|
---|
4420 | SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
|
---|
4421 | void *mem = HeapAlloc(GetProcessHeap(), 0, size);
|
---|
4422 |
|
---|
4423 | if (!mem)
|
---|
4424 | {
|
---|
4425 | ERR("Failed to allocate memory\n");
|
---|
4426 | return FALSE;
|
---|
4427 | }
|
---|
4428 |
|
---|
4429 | heap->entries = mem;
|
---|
4430 | heap->entries[1].version = 0;
|
---|
4431 | heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
|
---|
4432 | heap->size = 1;
|
---|
4433 |
|
---|
4434 | return TRUE;
|
---|
4435 | }
|
---|
4436 |
|
---|
4437 | static void constant_heap_free(struct constant_heap *heap)
|
---|
4438 | {
|
---|
4439 | HeapFree(GetProcessHeap(), 0, heap->entries);
|
---|
4440 | }
|
---|
4441 |
|
---|
4442 | static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
|
---|
4443 | {
|
---|
4444 | wined3d_rb_alloc,
|
---|
4445 | wined3d_rb_realloc,
|
---|
4446 | wined3d_rb_free,
|
---|
4447 | glsl_program_key_compare,
|
---|
4448 | };
|
---|
4449 |
|
---|
4450 | static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
|
---|
4451 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4452 | const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
---|
4453 | struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
|
---|
4454 | SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
|
---|
4455 |
|
---|
4456 | priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
|
---|
4457 | if (!priv->stack)
|
---|
4458 | {
|
---|
4459 | ERR("Failed to allocate memory.\n");
|
---|
4460 | HeapFree(GetProcessHeap(), 0, priv);
|
---|
4461 | return E_OUTOFMEMORY;
|
---|
4462 | }
|
---|
4463 |
|
---|
4464 | if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
|
---|
4465 | {
|
---|
4466 | ERR("Failed to initialize vertex shader constant heap\n");
|
---|
4467 | HeapFree(GetProcessHeap(), 0, priv->stack);
|
---|
4468 | HeapFree(GetProcessHeap(), 0, priv);
|
---|
4469 | return E_OUTOFMEMORY;
|
---|
4470 | }
|
---|
4471 |
|
---|
4472 | if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
|
---|
4473 | {
|
---|
4474 | ERR("Failed to initialize pixel shader constant heap\n");
|
---|
4475 | constant_heap_free(&priv->vconst_heap);
|
---|
4476 | HeapFree(GetProcessHeap(), 0, priv->stack);
|
---|
4477 | HeapFree(GetProcessHeap(), 0, priv);
|
---|
4478 | return E_OUTOFMEMORY;
|
---|
4479 | }
|
---|
4480 |
|
---|
4481 | if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
|
---|
4482 | {
|
---|
4483 | ERR("Failed to initialize rbtree.\n");
|
---|
4484 | constant_heap_free(&priv->pconst_heap);
|
---|
4485 | constant_heap_free(&priv->vconst_heap);
|
---|
4486 | HeapFree(GetProcessHeap(), 0, priv->stack);
|
---|
4487 | HeapFree(GetProcessHeap(), 0, priv);
|
---|
4488 | return E_OUTOFMEMORY;
|
---|
4489 | }
|
---|
4490 |
|
---|
4491 | priv->next_constant_version = 1;
|
---|
4492 |
|
---|
4493 | This->shader_priv = priv;
|
---|
4494 | return WINED3D_OK;
|
---|
4495 | }
|
---|
4496 |
|
---|
4497 | static void shader_glsl_free(IWineD3DDevice *iface) {
|
---|
4498 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4499 | const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
---|
4500 | struct shader_glsl_priv *priv = This->shader_priv;
|
---|
4501 | int i;
|
---|
4502 |
|
---|
4503 | ENTER_GL();
|
---|
4504 | for (i = 0; i < tex_type_count; ++i)
|
---|
4505 | {
|
---|
4506 | if (priv->depth_blt_program[i])
|
---|
4507 | {
|
---|
4508 | GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
|
---|
4509 | }
|
---|
4510 | }
|
---|
4511 | LEAVE_GL();
|
---|
4512 |
|
---|
4513 | wine_rb_destroy(&priv->program_lookup, NULL, NULL);
|
---|
4514 | constant_heap_free(&priv->pconst_heap);
|
---|
4515 | constant_heap_free(&priv->vconst_heap);
|
---|
4516 | HeapFree(GetProcessHeap(), 0, priv->stack);
|
---|
4517 |
|
---|
4518 | HeapFree(GetProcessHeap(), 0, This->shader_priv);
|
---|
4519 | This->shader_priv = NULL;
|
---|
4520 | }
|
---|
4521 |
|
---|
4522 | static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
|
---|
4523 | /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
|
---|
4524 | return FALSE;
|
---|
4525 | }
|
---|
4526 |
|
---|
4527 | static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
|
---|
4528 | {
|
---|
4529 | /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
|
---|
4530 | * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
|
---|
4531 | * vs_nv_version which is based on NV_vertex_program.
|
---|
4532 | * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
|
---|
4533 | * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
|
---|
4534 | * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
|
---|
4535 | * of native instructions, so use that here. For more info see the pixel shader versioning code below.
|
---|
4536 | */
|
---|
4537 | if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
|
---|
4538 | pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
|
---|
4539 | else
|
---|
4540 | pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
|
---|
4541 | TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
|
---|
4542 | pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
|
---|
4543 |
|
---|
4544 | /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
|
---|
4545 | * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
|
---|
4546 | * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
|
---|
4547 | * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
|
---|
4548 | * in max native instructions. Intel and others also offer the info in this extension but they
|
---|
4549 | * don't support GLSL (at least on Windows).
|
---|
4550 | *
|
---|
4551 | * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
|
---|
4552 | * of instructions is 512 or less we have to do with ps2.0 hardware.
|
---|
4553 | * 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.
|
---|
4554 | */
|
---|
4555 | if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
|
---|
4556 | pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
|
---|
4557 | else
|
---|
4558 | pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
|
---|
4559 |
|
---|
4560 | pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
|
---|
4561 |
|
---|
4562 | /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
|
---|
4563 | * Direct3D minimum requirement.
|
---|
4564 | *
|
---|
4565 | * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
|
---|
4566 | * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
|
---|
4567 | *
|
---|
4568 | * The problem is that the refrast clamps temporary results in the shader to
|
---|
4569 | * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
|
---|
4570 | * then applications may miss the clamping behavior. On the other hand, if it is smaller,
|
---|
4571 | * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
|
---|
4572 | * offer a way to query this.
|
---|
4573 | */
|
---|
4574 | pCaps->PixelShader1xMaxValue = 8.0;
|
---|
4575 | TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
|
---|
4576 |
|
---|
4577 | pCaps->VSClipping = TRUE;
|
---|
4578 | }
|
---|
4579 |
|
---|
4580 | static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
|
---|
4581 | {
|
---|
4582 | if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
|
---|
4583 | {
|
---|
4584 | TRACE("Checking support for fixup:\n");
|
---|
4585 | dump_color_fixup_desc(fixup);
|
---|
4586 | }
|
---|
4587 |
|
---|
4588 | /* We support everything except YUV conversions. */
|
---|
4589 | if (!is_yuv_fixup(fixup))
|
---|
4590 | {
|
---|
4591 | TRACE("[OK]\n");
|
---|
4592 | return TRUE;
|
---|
4593 | }
|
---|
4594 |
|
---|
4595 | TRACE("[FAILED]\n");
|
---|
4596 | return FALSE;
|
---|
4597 | }
|
---|
4598 |
|
---|
4599 | static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
|
---|
4600 | {
|
---|
4601 | /* WINED3DSIH_ABS */ shader_glsl_map2gl,
|
---|
4602 | /* WINED3DSIH_ADD */ shader_glsl_arith,
|
---|
4603 | /* WINED3DSIH_BEM */ pshader_glsl_bem,
|
---|
4604 | /* WINED3DSIH_BREAK */ shader_glsl_break,
|
---|
4605 | /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
|
---|
4606 | /* WINED3DSIH_BREAKP */ NULL,
|
---|
4607 | /* WINED3DSIH_CALL */ shader_glsl_call,
|
---|
4608 | /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
|
---|
4609 | /* WINED3DSIH_CMP */ shader_glsl_cmp,
|
---|
4610 | /* WINED3DSIH_CND */ shader_glsl_cnd,
|
---|
4611 | /* WINED3DSIH_CRS */ shader_glsl_cross,
|
---|
4612 | /* WINED3DSIH_DCL */ NULL,
|
---|
4613 | /* WINED3DSIH_DEF */ NULL,
|
---|
4614 | /* WINED3DSIH_DEFB */ NULL,
|
---|
4615 | /* WINED3DSIH_DEFI */ NULL,
|
---|
4616 | /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
|
---|
4617 | /* WINED3DSIH_DP3 */ shader_glsl_dot,
|
---|
4618 | /* WINED3DSIH_DP4 */ shader_glsl_dot,
|
---|
4619 | /* WINED3DSIH_DST */ shader_glsl_dst,
|
---|
4620 | /* WINED3DSIH_DSX */ shader_glsl_map2gl,
|
---|
4621 | /* WINED3DSIH_DSY */ shader_glsl_map2gl,
|
---|
4622 | /* WINED3DSIH_ELSE */ shader_glsl_else,
|
---|
4623 | /* WINED3DSIH_ENDIF */ shader_glsl_end,
|
---|
4624 | /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
|
---|
4625 | /* WINED3DSIH_ENDREP */ shader_glsl_end,
|
---|
4626 | /* WINED3DSIH_EXP */ shader_glsl_map2gl,
|
---|
4627 | /* WINED3DSIH_EXPP */ shader_glsl_expp,
|
---|
4628 | /* WINED3DSIH_FRC */ shader_glsl_map2gl,
|
---|
4629 | /* WINED3DSIH_IF */ shader_glsl_if,
|
---|
4630 | /* WINED3DSIH_IFC */ shader_glsl_ifc,
|
---|
4631 | /* WINED3DSIH_LABEL */ shader_glsl_label,
|
---|
4632 | /* WINED3DSIH_LIT */ shader_glsl_lit,
|
---|
4633 | /* WINED3DSIH_LOG */ shader_glsl_log,
|
---|
4634 | /* WINED3DSIH_LOGP */ shader_glsl_log,
|
---|
4635 | /* WINED3DSIH_LOOP */ shader_glsl_loop,
|
---|
4636 | /* WINED3DSIH_LRP */ shader_glsl_lrp,
|
---|
4637 | /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
|
---|
4638 | /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
|
---|
4639 | /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
|
---|
4640 | /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
|
---|
4641 | /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
|
---|
4642 | /* WINED3DSIH_MAD */ shader_glsl_mad,
|
---|
4643 | /* WINED3DSIH_MAX */ shader_glsl_map2gl,
|
---|
4644 | /* WINED3DSIH_MIN */ shader_glsl_map2gl,
|
---|
4645 | /* WINED3DSIH_MOV */ shader_glsl_mov,
|
---|
4646 | /* WINED3DSIH_MOVA */ shader_glsl_mov,
|
---|
4647 | /* WINED3DSIH_MUL */ shader_glsl_arith,
|
---|
4648 | /* WINED3DSIH_NOP */ NULL,
|
---|
4649 | /* WINED3DSIH_NRM */ shader_glsl_map2gl,
|
---|
4650 | /* WINED3DSIH_PHASE */ NULL,
|
---|
4651 | /* WINED3DSIH_POW */ shader_glsl_pow,
|
---|
4652 | /* WINED3DSIH_RCP */ shader_glsl_rcp,
|
---|
4653 | /* WINED3DSIH_REP */ shader_glsl_rep,
|
---|
4654 | /* WINED3DSIH_RET */ NULL,
|
---|
4655 | /* WINED3DSIH_RSQ */ shader_glsl_rsq,
|
---|
4656 | /* WINED3DSIH_SETP */ NULL,
|
---|
4657 | /* WINED3DSIH_SGE */ shader_glsl_compare,
|
---|
4658 | /* WINED3DSIH_SGN */ shader_glsl_map2gl,
|
---|
4659 | /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
|
---|
4660 | /* WINED3DSIH_SLT */ shader_glsl_compare,
|
---|
4661 | /* WINED3DSIH_SUB */ shader_glsl_arith,
|
---|
4662 | /* WINED3DSIH_TEX */ pshader_glsl_tex,
|
---|
4663 | /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
|
---|
4664 | /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
|
---|
4665 | /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
|
---|
4666 | /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
|
---|
4667 | /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
|
---|
4668 | /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
|
---|
4669 | /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
|
---|
4670 | /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
|
---|
4671 | /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
|
---|
4672 | /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
|
---|
4673 | /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
|
---|
4674 | /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
|
---|
4675 | /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
|
---|
4676 | /* WINED3DSIH_TEXM3x3DIFF */ NULL,
|
---|
4677 | /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
|
---|
4678 | /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
|
---|
4679 | /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
|
---|
4680 | /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
|
---|
4681 | /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
|
---|
4682 | /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
|
---|
4683 | /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
|
---|
4684 | };
|
---|
4685 |
|
---|
4686 | static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
|
---|
4687 | SHADER_HANDLER hw_fct;
|
---|
4688 |
|
---|
4689 | /* Select handler */
|
---|
4690 | hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
|
---|
4691 |
|
---|
4692 | /* Unhandled opcode */
|
---|
4693 | if (!hw_fct)
|
---|
4694 | {
|
---|
4695 | FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
|
---|
4696 | return;
|
---|
4697 | }
|
---|
4698 | hw_fct(ins);
|
---|
4699 |
|
---|
4700 | shader_glsl_add_instruction_modifiers(ins);
|
---|
4701 | }
|
---|
4702 |
|
---|
4703 | const shader_backend_t glsl_shader_backend = {
|
---|
4704 | shader_glsl_handle_instruction,
|
---|
4705 | shader_glsl_select,
|
---|
4706 | shader_glsl_select_depth_blt,
|
---|
4707 | shader_glsl_deselect_depth_blt,
|
---|
4708 | shader_glsl_update_float_vertex_constants,
|
---|
4709 | shader_glsl_update_float_pixel_constants,
|
---|
4710 | shader_glsl_load_constants,
|
---|
4711 | shader_glsl_load_np2fixup_constants,
|
---|
4712 | shader_glsl_destroy,
|
---|
4713 | shader_glsl_alloc,
|
---|
4714 | shader_glsl_free,
|
---|
4715 | shader_glsl_dirty_const,
|
---|
4716 | shader_glsl_get_caps,
|
---|
4717 | shader_glsl_color_fixup_supported,
|
---|
4718 | };
|
---|