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 "wine/port.h"
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43 | #include <limits.h>
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44 | #include <stdio.h>
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45 | #include "wined3d_private.h"
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46 |
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47 | WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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48 | WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
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49 | WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
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50 | WINE_DECLARE_DEBUG_CHANNEL(d3d);
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51 |
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52 | #define GLINFO_LOCATION (*gl_info)
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53 |
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54 | #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
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55 | #define WINED3D_GLSL_SAMPLE_RECT 0x2
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56 | #define WINED3D_GLSL_SAMPLE_LOD 0x4
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57 | #define WINED3D_GLSL_SAMPLE_GRAD 0x8
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58 |
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59 | typedef struct {
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60 | char reg_name[150];
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61 | char mask_str[6];
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62 | } glsl_dst_param_t;
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63 |
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64 | typedef struct {
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65 | char reg_name[150];
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66 | char param_str[200];
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67 | } glsl_src_param_t;
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68 |
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69 | typedef struct {
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70 | const char *name;
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71 | DWORD coord_mask;
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72 | } glsl_sample_function_t;
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73 |
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74 | enum heap_node_op
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75 | {
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76 | HEAP_NODE_TRAVERSE_LEFT,
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77 | HEAP_NODE_TRAVERSE_RIGHT,
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78 | HEAP_NODE_POP,
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79 | };
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80 |
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81 | struct constant_entry
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82 | {
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83 | unsigned int idx;
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84 | unsigned int version;
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85 | };
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86 |
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87 | struct constant_heap
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88 | {
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89 | struct constant_entry *entries;
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90 | unsigned int *positions;
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91 | unsigned int size;
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92 | };
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93 |
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94 | /* GLSL shader private data */
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95 | struct shader_glsl_priv {
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96 | struct wined3d_shader_buffer shader_buffer;
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97 | struct wine_rb_tree program_lookup;
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98 | struct glsl_shader_prog_link *glsl_program;
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99 | struct constant_heap vconst_heap;
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100 | struct constant_heap pconst_heap;
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101 | unsigned char *stack;
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102 | GLhandleARB depth_blt_program[tex_type_count];
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103 | UINT next_constant_version;
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104 | };
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105 |
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106 | /* Struct to maintain data about a linked GLSL program */
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107 | struct glsl_shader_prog_link {
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108 | struct wine_rb_entry program_lookup_entry;
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109 | struct list vshader_entry;
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110 | struct list pshader_entry;
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111 | GLhandleARB programId;
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112 | GLint *vuniformF_locations;
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113 | GLint *puniformF_locations;
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114 | GLint vuniformI_locations[MAX_CONST_I];
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115 | GLint puniformI_locations[MAX_CONST_I];
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116 | GLint posFixup_location;
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117 | GLint np2Fixup_location;
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118 | GLint bumpenvmat_location[MAX_TEXTURES];
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119 | GLint luminancescale_location[MAX_TEXTURES];
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120 | GLint luminanceoffset_location[MAX_TEXTURES];
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121 | GLint ycorrection_location;
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122 | GLenum vertex_color_clamp;
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123 | IWineD3DVertexShader *vshader;
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124 | IWineD3DPixelShader *pshader;
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125 | struct vs_compile_args vs_args;
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126 | struct ps_compile_args ps_args;
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127 | UINT constant_version;
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128 | #ifdef VBOX_WITH_WDDM
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129 | UINT inp2Fixup_info;
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130 | #else
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131 | const struct ps_np2fixup_info *np2Fixup_info;
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132 | #endif
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133 | };
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134 |
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135 | #ifdef VBOX_WITH_WDDM
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136 | #define WINEFIXUPINFO_NOINDEX (~0UL)
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137 | #define WINEFIXUPINFO_GET(_p) get_fixup_info((const IWineD3DPixelShaderImpl*)(_p)->pshader, (_p)->inp2Fixup_info)
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138 | #define WINEFIXUPINFO_ISVALID(_p) ((_p)->inp2Fixup_info != WINEFIXUPINFO_NOINDEX)
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139 | #define WINEFIXUPINFO_INIT(_p) ((_p)->inp2Fixup_info == WINEFIXUPINFO_NOINDEX)
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140 | #else
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141 | #define WINEFIXUPINFO_GET(_p) ((_p)->np2Fixup_info)
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142 | #define WINEFIXUPINFO_ISVALID(_p) (!!(_p)->np2Fixup_info)
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143 | #define WINEFIXUPINFO_INIT(_p) ((_p)->np2Fixup_info == NULL)
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144 | #endif
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145 |
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146 | typedef struct {
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147 | IWineD3DVertexShader *vshader;
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148 | IWineD3DPixelShader *pshader;
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149 | struct ps_compile_args ps_args;
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150 | struct vs_compile_args vs_args;
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151 | } glsl_program_key_t;
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152 |
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153 | struct shader_glsl_ctx_priv {
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154 | const struct vs_compile_args *cur_vs_args;
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155 | const struct ps_compile_args *cur_ps_args;
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156 | struct ps_np2fixup_info *cur_np2fixup_info;
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157 | };
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158 |
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159 | struct glsl_ps_compiled_shader
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160 | {
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161 | struct ps_compile_args args;
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162 | struct ps_np2fixup_info np2fixup;
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163 | GLhandleARB prgId;
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164 | };
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165 |
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166 | struct glsl_pshader_private
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167 | {
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168 | struct glsl_ps_compiled_shader *gl_shaders;
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169 | UINT num_gl_shaders, shader_array_size;
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170 | };
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171 |
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172 | struct glsl_vs_compiled_shader
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173 | {
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174 | struct vs_compile_args args;
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175 | GLhandleARB prgId;
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176 | };
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177 |
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178 | struct glsl_vshader_private
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179 | {
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180 | struct glsl_vs_compiled_shader *gl_shaders;
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181 | UINT num_gl_shaders, shader_array_size;
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182 | };
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183 |
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184 | static const char *debug_gl_shader_type(GLenum type)
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185 | {
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186 | switch (type)
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187 | {
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188 | #define WINED3D_TO_STR(u) case u: return #u
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189 | WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
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190 | WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
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191 | WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
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192 | #undef WINED3D_TO_STR
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193 | default:
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194 | return wine_dbg_sprintf("UNKNOWN(%#x)", type);
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195 | }
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196 | }
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197 |
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198 | /* Extract a line from the info log.
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199 | * Note that this modifies the source string. */
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200 | static char *get_info_log_line(char **ptr)
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201 | {
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202 | char *p, *q;
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203 |
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204 | p = *ptr;
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205 | if (!(q = strstr(p, "\n")))
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206 | {
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207 | if (!*p) return NULL;
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208 | *ptr += strlen(p);
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209 | return p;
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210 | }
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211 | *q = '\0';
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212 | *ptr = q + 1;
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213 |
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214 | return p;
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215 | }
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216 |
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217 | /** Prints the GLSL info log which will contain error messages if they exist */
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218 | /* GL locking is done by the caller */
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219 | static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
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220 | {
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221 | int infologLength = 0;
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222 | char *infoLog;
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223 | unsigned int i;
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224 | BOOL is_spam;
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225 |
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226 | static const char * const spam[] =
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227 | {
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228 | "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
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229 | "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
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230 | "Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
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231 | "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
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232 | "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
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233 | "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
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234 | "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
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235 | "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
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236 | "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
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237 | };
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238 |
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239 | if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
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240 |
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241 | GL_EXTCALL(glGetObjectParameterivARB(obj,
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242 | GL_OBJECT_INFO_LOG_LENGTH_ARB,
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243 | &infologLength));
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244 |
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245 | /* A size of 1 is just a null-terminated string, so the log should be bigger than
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246 | * that if there are errors. */
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247 | if (infologLength > 1)
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248 | {
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249 | char *ptr, *line;
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250 |
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251 | /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
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252 | * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
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253 | */
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254 | infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
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255 | GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
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256 | is_spam = FALSE;
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257 |
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258 | for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
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259 | if(strcmp(infoLog, spam[i]) == 0) {
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260 | is_spam = TRUE;
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261 | break;
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262 | }
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263 | }
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264 |
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265 | ptr = infoLog;
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266 | if (is_spam)
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267 | {
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268 | TRACE("Spam received from GLSL shader #%u:\n", obj);
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269 | while ((line = get_info_log_line(&ptr))) TRACE(" %s\n", line);
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270 | }
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271 | else
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272 | {
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273 | FIXME("Error received from GLSL shader #%u:\n", obj);
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274 | while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
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275 | }
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276 | HeapFree(GetProcessHeap(), 0, infoLog);
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277 | }
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278 | }
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279 |
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280 | /* GL locking is done by the caller. */
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281 | static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
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282 | {
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283 | GLint i, object_count, source_size;
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284 | GLhandleARB *objects;
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285 | char *source = NULL;
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286 |
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287 | GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
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288 | objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
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289 | if (!objects)
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290 | {
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291 | ERR("Failed to allocate object array memory.\n");
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292 | return;
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293 | }
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294 |
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295 | GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
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296 | for (i = 0; i < object_count; ++i)
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297 | {
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298 | char *ptr, *line;
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299 | GLint tmp;
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300 |
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301 | GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
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302 |
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303 | if (!source || source_size < tmp)
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304 | {
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305 | HeapFree(GetProcessHeap(), 0, source);
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306 |
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307 | source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
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308 | if (!source)
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309 | {
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310 | ERR("Failed to allocate %d bytes for shader source.\n", tmp);
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311 | HeapFree(GetProcessHeap(), 0, objects);
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312 | return;
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313 | }
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314 | source_size = tmp;
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315 | }
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316 |
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317 | FIXME("Object %u:\n", objects[i]);
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318 | GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
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319 | FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
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320 | GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
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321 | FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
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322 | FIXME("\n");
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323 |
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324 | ptr = source;
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325 | GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
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326 | while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
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327 | FIXME("\n");
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328 | }
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329 |
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330 | HeapFree(GetProcessHeap(), 0, source);
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331 | HeapFree(GetProcessHeap(), 0, objects);
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332 | }
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333 |
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334 | /* GL locking is done by the caller. */
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335 | static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
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336 | {
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337 | GLint tmp;
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338 |
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339 | if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
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340 |
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341 | GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
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342 | if (tmp == GL_PROGRAM_OBJECT_ARB)
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343 | {
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344 | GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
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345 | if (!tmp)
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346 | {
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347 | FIXME("Program %u link status invalid.\n", program);
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348 | shader_glsl_dump_program_source(gl_info, program);
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349 | }
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350 | }
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351 |
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352 | print_glsl_info_log(gl_info, program);
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353 | }
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354 |
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355 | /**
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356 | * Loads (pixel shader) samplers
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357 | */
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358 | /* GL locking is done by the caller */
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359 | static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
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360 | DWORD *tex_unit_map, GLhandleARB programId)
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361 | {
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362 | GLint name_loc;
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363 | int i;
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364 | char sampler_name[20];
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365 |
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366 | for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
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367 | snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
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368 | name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
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369 | if (name_loc != -1) {
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370 | DWORD mapped_unit = tex_unit_map[i];
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371 | if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
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372 | {
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373 | TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
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374 | GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
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375 | checkGLcall("glUniform1iARB");
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376 | } else {
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377 | ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
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378 | }
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379 | }
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380 | }
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381 | }
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382 |
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383 | /* GL locking is done by the caller */
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384 | static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
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385 | DWORD *tex_unit_map, GLhandleARB programId)
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386 | {
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387 | GLint name_loc;
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388 | char sampler_name[20];
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389 | int i;
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390 |
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391 | for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
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392 | snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
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393 | name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
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394 | if (name_loc != -1) {
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395 | DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
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396 | if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
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397 | {
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398 | TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
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399 | GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
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400 | checkGLcall("glUniform1iARB");
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401 | } else {
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402 | ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
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403 | }
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404 | }
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405 | }
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406 | }
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407 |
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408 | /* GL locking is done by the caller */
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409 | static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
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410 | const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
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411 | {
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412 | int stack_idx = 0;
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413 | unsigned int heap_idx = 1;
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414 | unsigned int idx;
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415 |
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416 | if (heap->entries[heap_idx].version <= version) return;
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417 |
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418 | idx = heap->entries[heap_idx].idx;
|
---|
419 | if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
|
---|
420 | stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
|
---|
421 |
|
---|
422 | while (stack_idx >= 0)
|
---|
423 | {
|
---|
424 | /* Note that we fall through to the next case statement. */
|
---|
425 | switch(stack[stack_idx])
|
---|
426 | {
|
---|
427 | case HEAP_NODE_TRAVERSE_LEFT:
|
---|
428 | {
|
---|
429 | unsigned int left_idx = heap_idx << 1;
|
---|
430 | if (left_idx < heap->size && heap->entries[left_idx].version > version)
|
---|
431 | {
|
---|
432 | heap_idx = left_idx;
|
---|
433 | idx = heap->entries[heap_idx].idx;
|
---|
434 | if (constant_locations[idx] != -1)
|
---|
435 | GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
|
---|
436 |
|
---|
437 | stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
|
---|
438 | stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
|
---|
439 | break;
|
---|
440 | }
|
---|
441 | }
|
---|
442 |
|
---|
443 | case HEAP_NODE_TRAVERSE_RIGHT:
|
---|
444 | {
|
---|
445 | unsigned int right_idx = (heap_idx << 1) + 1;
|
---|
446 | if (right_idx < heap->size && heap->entries[right_idx].version > version)
|
---|
447 | {
|
---|
448 | heap_idx = right_idx;
|
---|
449 | idx = heap->entries[heap_idx].idx;
|
---|
450 | if (constant_locations[idx] != -1)
|
---|
451 | GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
|
---|
452 |
|
---|
453 | stack[stack_idx++] = HEAP_NODE_POP;
|
---|
454 | stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
|
---|
455 | break;
|
---|
456 | }
|
---|
457 | }
|
---|
458 |
|
---|
459 | case HEAP_NODE_POP:
|
---|
460 | {
|
---|
461 | heap_idx >>= 1;
|
---|
462 | --stack_idx;
|
---|
463 | break;
|
---|
464 | }
|
---|
465 | }
|
---|
466 | }
|
---|
467 | checkGLcall("walk_constant_heap()");
|
---|
468 | }
|
---|
469 |
|
---|
470 | /* GL locking is done by the caller */
|
---|
471 | static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
|
---|
472 | {
|
---|
473 | GLfloat clamped_constant[4];
|
---|
474 |
|
---|
475 | if (location == -1) return;
|
---|
476 |
|
---|
477 | clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
|
---|
478 | clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
|
---|
479 | clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
|
---|
480 | clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
|
---|
481 |
|
---|
482 | GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
|
---|
483 | }
|
---|
484 |
|
---|
485 | /* GL locking is done by the caller */
|
---|
486 | static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
|
---|
487 | const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
|
---|
488 | {
|
---|
489 | int stack_idx = 0;
|
---|
490 | unsigned int heap_idx = 1;
|
---|
491 | unsigned int idx;
|
---|
492 |
|
---|
493 | if (heap->entries[heap_idx].version <= version) return;
|
---|
494 |
|
---|
495 | idx = heap->entries[heap_idx].idx;
|
---|
496 | apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
|
---|
497 | stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
|
---|
498 |
|
---|
499 | while (stack_idx >= 0)
|
---|
500 | {
|
---|
501 | /* Note that we fall through to the next case statement. */
|
---|
502 | switch(stack[stack_idx])
|
---|
503 | {
|
---|
504 | case HEAP_NODE_TRAVERSE_LEFT:
|
---|
505 | {
|
---|
506 | unsigned int left_idx = heap_idx << 1;
|
---|
507 | if (left_idx < heap->size && heap->entries[left_idx].version > version)
|
---|
508 | {
|
---|
509 | heap_idx = left_idx;
|
---|
510 | idx = heap->entries[heap_idx].idx;
|
---|
511 | apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
|
---|
512 |
|
---|
513 | stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
|
---|
514 | stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
|
---|
515 | break;
|
---|
516 | }
|
---|
517 | }
|
---|
518 |
|
---|
519 | case HEAP_NODE_TRAVERSE_RIGHT:
|
---|
520 | {
|
---|
521 | unsigned int right_idx = (heap_idx << 1) + 1;
|
---|
522 | if (right_idx < heap->size && heap->entries[right_idx].version > version)
|
---|
523 | {
|
---|
524 | heap_idx = right_idx;
|
---|
525 | idx = heap->entries[heap_idx].idx;
|
---|
526 | apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
|
---|
527 |
|
---|
528 | stack[stack_idx++] = HEAP_NODE_POP;
|
---|
529 | stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
|
---|
530 | break;
|
---|
531 | }
|
---|
532 | }
|
---|
533 |
|
---|
534 | case HEAP_NODE_POP:
|
---|
535 | {
|
---|
536 | heap_idx >>= 1;
|
---|
537 | --stack_idx;
|
---|
538 | break;
|
---|
539 | }
|
---|
540 | }
|
---|
541 | }
|
---|
542 | checkGLcall("walk_constant_heap_clamped()");
|
---|
543 | }
|
---|
544 |
|
---|
545 | /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
|
---|
546 | /* GL locking is done by the caller */
|
---|
547 | static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
|
---|
548 | const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
|
---|
549 | unsigned char *stack, UINT version)
|
---|
550 | {
|
---|
551 | const local_constant *lconst;
|
---|
552 |
|
---|
553 | /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
|
---|
554 | if (This->baseShader.reg_maps.shader_version.major == 1
|
---|
555 | && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
|
---|
556 | walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
|
---|
557 | else
|
---|
558 | walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
|
---|
559 |
|
---|
560 | if (!This->baseShader.load_local_constsF)
|
---|
561 | {
|
---|
562 | TRACE("No need to load local float constants for this shader\n");
|
---|
563 | return;
|
---|
564 | }
|
---|
565 |
|
---|
566 | /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
|
---|
567 | LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
|
---|
568 | {
|
---|
569 | GLint location = constant_locations[lconst->idx];
|
---|
570 | /* We found this uniform name in the program - go ahead and send the data */
|
---|
571 | if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
|
---|
572 | }
|
---|
573 | checkGLcall("glUniform4fvARB()");
|
---|
574 | }
|
---|
575 |
|
---|
576 | /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
|
---|
577 | /* GL locking is done by the caller */
|
---|
578 | static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
|
---|
579 | const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
|
---|
580 | {
|
---|
581 | unsigned int i;
|
---|
582 | struct list* ptr;
|
---|
583 |
|
---|
584 | for (i = 0; constants_set; constants_set >>= 1, ++i)
|
---|
585 | {
|
---|
586 | if (!(constants_set & 1)) continue;
|
---|
587 |
|
---|
588 | TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
|
---|
589 | i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
|
---|
590 |
|
---|
591 | /* We found this uniform name in the program - go ahead and send the data */
|
---|
592 | GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
|
---|
593 | checkGLcall("glUniform4ivARB");
|
---|
594 | }
|
---|
595 |
|
---|
596 | /* Load immediate constants */
|
---|
597 | ptr = list_head(&This->baseShader.constantsI);
|
---|
598 | while (ptr) {
|
---|
599 | const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
|
---|
600 | unsigned int idx = lconst->idx;
|
---|
601 | const GLint *values = (const GLint *)lconst->value;
|
---|
602 |
|
---|
603 | TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
|
---|
604 | values[0], values[1], values[2], values[3]);
|
---|
605 |
|
---|
606 | /* We found this uniform name in the program - go ahead and send the data */
|
---|
607 | GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
|
---|
608 | checkGLcall("glUniform4ivARB");
|
---|
609 | ptr = list_next(&This->baseShader.constantsI, ptr);
|
---|
610 | }
|
---|
611 | }
|
---|
612 |
|
---|
613 | /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
|
---|
614 | /* GL locking is done by the caller */
|
---|
615 | static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
|
---|
616 | GLhandleARB programId, const BOOL *constants, WORD constants_set)
|
---|
617 | {
|
---|
618 | GLint tmp_loc;
|
---|
619 | unsigned int i;
|
---|
620 | char tmp_name[8];
|
---|
621 | const char *prefix;
|
---|
622 | struct list* ptr;
|
---|
623 |
|
---|
624 | switch (This->baseShader.reg_maps.shader_version.type)
|
---|
625 | {
|
---|
626 | case WINED3D_SHADER_TYPE_VERTEX:
|
---|
627 | prefix = "VB";
|
---|
628 | break;
|
---|
629 |
|
---|
630 | case WINED3D_SHADER_TYPE_GEOMETRY:
|
---|
631 | prefix = "GB";
|
---|
632 | break;
|
---|
633 |
|
---|
634 | case WINED3D_SHADER_TYPE_PIXEL:
|
---|
635 | prefix = "PB";
|
---|
636 | break;
|
---|
637 |
|
---|
638 | default:
|
---|
639 | FIXME("Unknown shader type %#x.\n",
|
---|
640 | This->baseShader.reg_maps.shader_version.type);
|
---|
641 | prefix = "UB";
|
---|
642 | break;
|
---|
643 | }
|
---|
644 |
|
---|
645 | /* TODO: Benchmark and see if it would be beneficial to store the
|
---|
646 | * locations of the constants to avoid looking up each time */
|
---|
647 | for (i = 0; constants_set; constants_set >>= 1, ++i)
|
---|
648 | {
|
---|
649 | if (!(constants_set & 1)) continue;
|
---|
650 |
|
---|
651 | TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
|
---|
652 |
|
---|
653 | /* TODO: Benchmark and see if it would be beneficial to store the
|
---|
654 | * locations of the constants to avoid looking up each time */
|
---|
655 | snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
|
---|
656 | tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
|
---|
657 | if (tmp_loc != -1)
|
---|
658 | {
|
---|
659 | /* We found this uniform name in the program - go ahead and send the data */
|
---|
660 | GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
|
---|
661 | checkGLcall("glUniform1ivARB");
|
---|
662 | }
|
---|
663 | }
|
---|
664 |
|
---|
665 | /* Load immediate constants */
|
---|
666 | ptr = list_head(&This->baseShader.constantsB);
|
---|
667 | while (ptr) {
|
---|
668 | const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
|
---|
669 | unsigned int idx = lconst->idx;
|
---|
670 | const GLint *values = (const GLint *)lconst->value;
|
---|
671 |
|
---|
672 | TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
|
---|
673 |
|
---|
674 | snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
|
---|
675 | tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
|
---|
676 | if (tmp_loc != -1) {
|
---|
677 | /* We found this uniform name in the program - go ahead and send the data */
|
---|
678 | GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
|
---|
679 | checkGLcall("glUniform1ivARB");
|
---|
680 | }
|
---|
681 | ptr = list_next(&This->baseShader.constantsB, ptr);
|
---|
682 | }
|
---|
683 | }
|
---|
684 |
|
---|
685 | static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
|
---|
686 | {
|
---|
687 | WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
|
---|
688 | }
|
---|
689 |
|
---|
690 | #ifdef VBOX_WITH_WDDM
|
---|
691 | static const struct ps_np2fixup_info * get_fixup_info(const IWineD3DPixelShaderImpl *shader, UINT inp2fixup_info)
|
---|
692 | {
|
---|
693 | struct glsl_pshader_private *shader_data = shader->baseShader.backend_data;
|
---|
694 |
|
---|
695 | if (inp2fixup_info == WINEFIXUPINFO_NOINDEX)
|
---|
696 | return NULL;
|
---|
697 |
|
---|
698 | if (!shader->baseShader.backend_data)
|
---|
699 | {
|
---|
700 | ERR("no backend data\n");
|
---|
701 | return NULL;
|
---|
702 | }
|
---|
703 | shader_data = shader->baseShader.backend_data;
|
---|
704 |
|
---|
705 | if (inp2fixup_info >= shader_data->num_gl_shaders)
|
---|
706 | {
|
---|
707 | ERR("invalid index\n");
|
---|
708 | return NULL;
|
---|
709 | }
|
---|
710 |
|
---|
711 | return &shader_data->gl_shaders[inp2fixup_info].np2fixup;
|
---|
712 | }
|
---|
713 | #endif
|
---|
714 |
|
---|
715 | /**
|
---|
716 | * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
|
---|
717 | */
|
---|
718 | /* GL locking is done by the caller (state handler) */
|
---|
719 | static void shader_glsl_load_np2fixup_constants(
|
---|
720 | IWineD3DDevice* device,
|
---|
721 | char usePixelShader,
|
---|
722 | char useVertexShader) {
|
---|
723 |
|
---|
724 | const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
|
---|
725 | const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
|
---|
726 |
|
---|
727 | if (!prog) {
|
---|
728 | /* No GLSL program set - nothing to do. */
|
---|
729 | return;
|
---|
730 | }
|
---|
731 |
|
---|
732 | if (!usePixelShader) {
|
---|
733 | /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
|
---|
734 | return;
|
---|
735 | }
|
---|
736 |
|
---|
737 | if (prog->ps_args.np2_fixup && -1 != prog->np2Fixup_location) {
|
---|
738 | const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
|
---|
739 | const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
|
---|
740 | UINT i;
|
---|
741 | UINT fixup = prog->ps_args.np2_fixup;
|
---|
742 | GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
|
---|
743 |
|
---|
744 | const struct ps_np2fixup_info *np2Fixup_info = WINEFIXUPINFO_GET(prog);
|
---|
745 |
|
---|
746 | for (i = 0; fixup; fixup >>= 1, ++i) {
|
---|
747 | const unsigned char idx = np2Fixup_info->idx[i];
|
---|
748 | const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
|
---|
749 | GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
|
---|
750 |
|
---|
751 | if (!tex) {
|
---|
752 | FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
|
---|
753 | continue;
|
---|
754 | }
|
---|
755 |
|
---|
756 | if (idx % 2) {
|
---|
757 | tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
|
---|
758 | } else {
|
---|
759 | tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
|
---|
760 | }
|
---|
761 | }
|
---|
762 |
|
---|
763 | GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, np2Fixup_info->num_consts, np2fixup_constants));
|
---|
764 | }
|
---|
765 | }
|
---|
766 |
|
---|
767 | /**
|
---|
768 | * Loads the app-supplied constants into the currently set GLSL program.
|
---|
769 | */
|
---|
770 | /* GL locking is done by the caller (state handler) */
|
---|
771 | static void shader_glsl_load_constants(const struct wined3d_context *context,
|
---|
772 | char usePixelShader, char useVertexShader)
|
---|
773 | {
|
---|
774 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
775 | #ifdef VBOX_WITH_WDDM
|
---|
776 | IWineD3DDeviceImpl *device = context->device;
|
---|
777 | #else
|
---|
778 | IWineD3DDeviceImpl *device = context->swapchain->device;
|
---|
779 | #endif
|
---|
780 | IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
|
---|
781 | struct shader_glsl_priv *priv = device->shader_priv;
|
---|
782 |
|
---|
783 | GLhandleARB programId;
|
---|
784 | struct glsl_shader_prog_link *prog = priv->glsl_program;
|
---|
785 | UINT constant_version;
|
---|
786 | int i;
|
---|
787 |
|
---|
788 | if (!prog) {
|
---|
789 | /* No GLSL program set - nothing to do. */
|
---|
790 | return;
|
---|
791 | }
|
---|
792 | programId = prog->programId;
|
---|
793 | constant_version = prog->constant_version;
|
---|
794 |
|
---|
795 | if (useVertexShader) {
|
---|
796 | IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
|
---|
797 |
|
---|
798 | /* Load DirectX 9 float constants/uniforms for vertex shader */
|
---|
799 | shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
|
---|
800 | prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
|
---|
801 |
|
---|
802 | /* Load DirectX 9 integer constants/uniforms for vertex shader */
|
---|
803 | shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
|
---|
804 | stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
|
---|
805 |
|
---|
806 | /* Load DirectX 9 boolean constants/uniforms for vertex shader */
|
---|
807 | shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
|
---|
808 | stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
|
---|
809 |
|
---|
810 | /* Upload the position fixup params */
|
---|
811 | GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &device->posFixup[0]));
|
---|
812 | checkGLcall("glUniform4fvARB");
|
---|
813 | }
|
---|
814 |
|
---|
815 | if (usePixelShader) {
|
---|
816 |
|
---|
817 | IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
|
---|
818 |
|
---|
819 | /* Load DirectX 9 float constants/uniforms for pixel shader */
|
---|
820 | shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
|
---|
821 | prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
|
---|
822 |
|
---|
823 | /* Load DirectX 9 integer constants/uniforms for pixel shader */
|
---|
824 | shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
|
---|
825 | stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
|
---|
826 |
|
---|
827 | /* Load DirectX 9 boolean constants/uniforms for pixel shader */
|
---|
828 | shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
|
---|
829 | stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
|
---|
830 |
|
---|
831 | /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
|
---|
832 | * It can't be 0 for a valid texbem instruction.
|
---|
833 | */
|
---|
834 | for(i = 0; i < MAX_TEXTURES; i++) {
|
---|
835 | const float *data;
|
---|
836 |
|
---|
837 | if(prog->bumpenvmat_location[i] == -1) continue;
|
---|
838 |
|
---|
839 | data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
|
---|
840 | GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
|
---|
841 | checkGLcall("glUniformMatrix2fvARB");
|
---|
842 |
|
---|
843 | /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
|
---|
844 | * is set too, so we can check that in the needsbumpmat check
|
---|
845 | */
|
---|
846 | if(prog->luminancescale_location[i] != -1) {
|
---|
847 | const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
|
---|
848 | const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
|
---|
849 |
|
---|
850 | GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
|
---|
851 | checkGLcall("glUniform1fvARB");
|
---|
852 | GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
|
---|
853 | checkGLcall("glUniform1fvARB");
|
---|
854 | }
|
---|
855 | }
|
---|
856 |
|
---|
857 | if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
|
---|
858 | float correction_params[4];
|
---|
859 |
|
---|
860 | if (context->render_offscreen)
|
---|
861 | {
|
---|
862 | correction_params[0] = 0.0f;
|
---|
863 | correction_params[1] = 1.0f;
|
---|
864 | } else {
|
---|
865 | /* position is window relative, not viewport relative */
|
---|
866 | correction_params[0] = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Height;
|
---|
867 | correction_params[1] = -1.0f;
|
---|
868 | }
|
---|
869 | GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
|
---|
870 | }
|
---|
871 | }
|
---|
872 |
|
---|
873 | if (priv->next_constant_version == UINT_MAX)
|
---|
874 | {
|
---|
875 | TRACE("Max constant version reached, resetting to 0.\n");
|
---|
876 | wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
|
---|
877 | priv->next_constant_version = 1;
|
---|
878 | }
|
---|
879 | else
|
---|
880 | {
|
---|
881 | prog->constant_version = priv->next_constant_version++;
|
---|
882 | }
|
---|
883 | }
|
---|
884 |
|
---|
885 | static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
|
---|
886 | unsigned int heap_idx, DWORD new_version)
|
---|
887 | {
|
---|
888 | struct constant_entry *entries = heap->entries;
|
---|
889 | unsigned int *positions = heap->positions;
|
---|
890 | unsigned int parent_idx;
|
---|
891 |
|
---|
892 | while (heap_idx > 1)
|
---|
893 | {
|
---|
894 | parent_idx = heap_idx >> 1;
|
---|
895 |
|
---|
896 | if (new_version <= entries[parent_idx].version) break;
|
---|
897 |
|
---|
898 | entries[heap_idx] = entries[parent_idx];
|
---|
899 | positions[entries[parent_idx].idx] = heap_idx;
|
---|
900 | heap_idx = parent_idx;
|
---|
901 | }
|
---|
902 |
|
---|
903 | entries[heap_idx].version = new_version;
|
---|
904 | entries[heap_idx].idx = idx;
|
---|
905 | positions[idx] = heap_idx;
|
---|
906 | }
|
---|
907 |
|
---|
908 | static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
|
---|
909 | {
|
---|
910 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
911 | struct shader_glsl_priv *priv = This->shader_priv;
|
---|
912 | struct constant_heap *heap = &priv->vconst_heap;
|
---|
913 | UINT i;
|
---|
914 |
|
---|
915 | for (i = start; i < count + start; ++i)
|
---|
916 | {
|
---|
917 | if (!This->stateBlock->changed.vertexShaderConstantsF[i])
|
---|
918 | update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
|
---|
919 | else
|
---|
920 | update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
|
---|
921 | }
|
---|
922 | }
|
---|
923 |
|
---|
924 | static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
|
---|
925 | {
|
---|
926 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
927 | struct shader_glsl_priv *priv = This->shader_priv;
|
---|
928 | struct constant_heap *heap = &priv->pconst_heap;
|
---|
929 | UINT i;
|
---|
930 |
|
---|
931 | for (i = start; i < count + start; ++i)
|
---|
932 | {
|
---|
933 | if (!This->stateBlock->changed.pixelShaderConstantsF[i])
|
---|
934 | update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
|
---|
935 | else
|
---|
936 | update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
|
---|
937 | }
|
---|
938 | }
|
---|
939 |
|
---|
940 | static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
|
---|
941 | {
|
---|
942 | unsigned int ret = gl_info->limits.glsl_varyings / 4;
|
---|
943 | /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
|
---|
944 | if(shader_major > 3) return ret;
|
---|
945 |
|
---|
946 | /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
|
---|
947 | if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
|
---|
948 | return ret;
|
---|
949 | }
|
---|
950 |
|
---|
951 | /** Generate the variable & register declarations for the GLSL output target */
|
---|
952 | static void shader_generate_glsl_declarations(const struct wined3d_context *context,
|
---|
953 | struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
|
---|
954 | const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
|
---|
955 | {
|
---|
956 | IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
|
---|
957 | IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
|
---|
958 | const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
|
---|
959 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
960 | unsigned int i, extra_constants_needed = 0;
|
---|
961 | const local_constant *lconst;
|
---|
962 | DWORD map;
|
---|
963 |
|
---|
964 | /* There are some minor differences between pixel and vertex shaders */
|
---|
965 | char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
|
---|
966 | char prefix = pshader ? 'P' : 'V';
|
---|
967 |
|
---|
968 | /* Prototype the subroutines */
|
---|
969 | for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
|
---|
970 | {
|
---|
971 | if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
|
---|
972 | }
|
---|
973 |
|
---|
974 | /* Declare the constants (aka uniforms) */
|
---|
975 | if (This->baseShader.limits.constant_float > 0) {
|
---|
976 | unsigned max_constantsF;
|
---|
977 | /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
|
---|
978 | * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
|
---|
979 | * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
|
---|
980 | * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
|
---|
981 | * a dx9 card, as long as it doesn't also use all the other constants.
|
---|
982 | *
|
---|
983 | * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
|
---|
984 | * declare only the amount that we're assured to have.
|
---|
985 | *
|
---|
986 | * Thus we run into problems in these two cases:
|
---|
987 | * 1) The shader really uses more uniforms than supported
|
---|
988 | * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
|
---|
989 | */
|
---|
990 | if (pshader)
|
---|
991 | {
|
---|
992 | /* No indirect addressing here. */
|
---|
993 | max_constantsF = gl_info->limits.glsl_ps_float_constants;
|
---|
994 | }
|
---|
995 | else
|
---|
996 | {
|
---|
997 | if(This->baseShader.reg_maps.usesrelconstF) {
|
---|
998 | /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
|
---|
999 | * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
|
---|
1000 | * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
|
---|
1001 | * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
|
---|
1002 | *
|
---|
1003 | * Writing gl_ClipVertex requires one uniform for each clipplane as well.
|
---|
1004 | */
|
---|
1005 | max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
|
---|
1006 | if(ctx_priv->cur_vs_args->clip_enabled)
|
---|
1007 | {
|
---|
1008 | max_constantsF -= gl_info->limits.clipplanes;
|
---|
1009 | }
|
---|
1010 | max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
|
---|
1011 | /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
|
---|
1012 | * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
|
---|
1013 | * for now take this into account when calculating the number of available constants
|
---|
1014 | */
|
---|
1015 | max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
|
---|
1016 | /* Set by driver quirks in directx.c */
|
---|
1017 | max_constantsF -= gl_info->reserved_glsl_constants;
|
---|
1018 | }
|
---|
1019 | else
|
---|
1020 | {
|
---|
1021 | max_constantsF = gl_info->limits.glsl_vs_float_constants;
|
---|
1022 | }
|
---|
1023 | }
|
---|
1024 | max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
|
---|
1025 | shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
|
---|
1026 | }
|
---|
1027 |
|
---|
1028 | /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
|
---|
1029 | * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
|
---|
1030 | */
|
---|
1031 | if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
|
---|
1032 | shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
|
---|
1033 |
|
---|
1034 | if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
|
---|
1035 | shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
|
---|
1036 |
|
---|
1037 | if(!pshader) {
|
---|
1038 | shader_addline(buffer, "uniform vec4 posFixup;\n");
|
---|
1039 | /* Predeclaration; This function is added at link time based on the pixel shader.
|
---|
1040 | * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
|
---|
1041 | * that. We know the input to the reorder function at vertex shader compile time, so
|
---|
1042 | * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
|
---|
1043 | * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
|
---|
1044 | * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
|
---|
1045 | * it will write to the varying array. Here we depend on the shader optimizer on sorting that
|
---|
1046 | * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
|
---|
1047 | * inout.
|
---|
1048 | */
|
---|
1049 | if (reg_maps->shader_version.major >= 3)
|
---|
1050 | {
|
---|
1051 | shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
|
---|
1052 | } else {
|
---|
1053 | shader_addline(buffer, "void order_ps_input();\n");
|
---|
1054 | }
|
---|
1055 | } else {
|
---|
1056 | for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
|
---|
1057 | {
|
---|
1058 | if (!(map & 1)) continue;
|
---|
1059 |
|
---|
1060 | shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
|
---|
1061 |
|
---|
1062 | if (reg_maps->luminanceparams & (1 << i))
|
---|
1063 | {
|
---|
1064 | shader_addline(buffer, "uniform float luminancescale%d;\n", i);
|
---|
1065 | shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
|
---|
1066 | extra_constants_needed++;
|
---|
1067 | }
|
---|
1068 |
|
---|
1069 | extra_constants_needed++;
|
---|
1070 | }
|
---|
1071 |
|
---|
1072 | if (ps_args->srgb_correction)
|
---|
1073 | {
|
---|
1074 | shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
|
---|
1075 | srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
|
---|
1076 | shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
|
---|
1077 | srgb_cmp);
|
---|
1078 | }
|
---|
1079 | if (reg_maps->vpos || reg_maps->usesdsy)
|
---|
1080 | {
|
---|
1081 | if (This->baseShader.limits.constant_float + extra_constants_needed
|
---|
1082 | + 1 < gl_info->limits.glsl_ps_float_constants)
|
---|
1083 | {
|
---|
1084 | shader_addline(buffer, "uniform vec4 ycorrection;\n");
|
---|
1085 | ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
|
---|
1086 | extra_constants_needed++;
|
---|
1087 | } else {
|
---|
1088 | /* This happens because we do not have proper tracking of the constant registers that are
|
---|
1089 | * actually used, only the max limit of the shader version
|
---|
1090 | */
|
---|
1091 | FIXME("Cannot find a free uniform for vpos correction params\n");
|
---|
1092 | shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
|
---|
1093 | context->render_offscreen ? 0.0f : ((IWineD3DSurfaceImpl *)device->render_targets[0])->currentDesc.Height,
|
---|
1094 | context->render_offscreen ? 1.0f : -1.0f);
|
---|
1095 | }
|
---|
1096 | shader_addline(buffer, "vec4 vpos;\n");
|
---|
1097 | }
|
---|
1098 | }
|
---|
1099 |
|
---|
1100 | /* Declare texture samplers */
|
---|
1101 | for (i = 0; i < This->baseShader.limits.sampler; i++) {
|
---|
1102 | if (reg_maps->sampler_type[i])
|
---|
1103 | {
|
---|
1104 | switch (reg_maps->sampler_type[i])
|
---|
1105 | {
|
---|
1106 | case WINED3DSTT_1D:
|
---|
1107 | shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
|
---|
1108 | break;
|
---|
1109 | case WINED3DSTT_2D:
|
---|
1110 | if(device->stateBlock->textures[i] &&
|
---|
1111 | IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
|
---|
1112 | shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
|
---|
1113 | } else {
|
---|
1114 | shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
|
---|
1115 | }
|
---|
1116 | break;
|
---|
1117 | case WINED3DSTT_CUBE:
|
---|
1118 | shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
|
---|
1119 | break;
|
---|
1120 | case WINED3DSTT_VOLUME:
|
---|
1121 | shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
|
---|
1122 | break;
|
---|
1123 | default:
|
---|
1124 | shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
|
---|
1125 | FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
|
---|
1126 | break;
|
---|
1127 | }
|
---|
1128 | }
|
---|
1129 | }
|
---|
1130 |
|
---|
1131 | /* Declare uniforms for NP2 texcoord fixup:
|
---|
1132 | * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
|
---|
1133 | * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
|
---|
1134 | * Modern cards just skip the code anyway, so put it inside a separate loop. */
|
---|
1135 | if (pshader && ps_args->np2_fixup) {
|
---|
1136 |
|
---|
1137 | struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
|
---|
1138 | UINT cur = 0;
|
---|
1139 |
|
---|
1140 | /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
|
---|
1141 | * while D3D has them in the (normalized) [0,1]x[0,1] range.
|
---|
1142 | * samplerNP2Fixup stores texture dimensions and is updated through
|
---|
1143 | * shader_glsl_load_np2fixup_constants when the sampler changes. */
|
---|
1144 |
|
---|
1145 | for (i = 0; i < This->baseShader.limits.sampler; ++i) {
|
---|
1146 | if (reg_maps->sampler_type[i]) {
|
---|
1147 | if (!(ps_args->np2_fixup & (1 << i))) continue;
|
---|
1148 |
|
---|
1149 | if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
|
---|
1150 | FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
|
---|
1151 | continue;
|
---|
1152 | }
|
---|
1153 |
|
---|
1154 | fixup->idx[i] = cur++;
|
---|
1155 | }
|
---|
1156 | }
|
---|
1157 |
|
---|
1158 | fixup->num_consts = (cur + 1) >> 1;
|
---|
1159 | shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
|
---|
1160 | }
|
---|
1161 |
|
---|
1162 | /* Declare address variables */
|
---|
1163 | for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
|
---|
1164 | {
|
---|
1165 | if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
|
---|
1166 | }
|
---|
1167 |
|
---|
1168 | /* Declare texture coordinate temporaries and initialize them */
|
---|
1169 | for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
|
---|
1170 | {
|
---|
1171 | if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
|
---|
1172 | }
|
---|
1173 |
|
---|
1174 | /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
|
---|
1175 | * helper function shader that is linked in at link time
|
---|
1176 | */
|
---|
1177 | if (pshader && reg_maps->shader_version.major >= 3)
|
---|
1178 | {
|
---|
1179 | if (use_vs(device->stateBlock))
|
---|
1180 | {
|
---|
1181 | shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
|
---|
1182 | } else {
|
---|
1183 | /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
|
---|
1184 | * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
|
---|
1185 | * pixel shader that reads the fixed function color into the packed input registers.
|
---|
1186 | */
|
---|
1187 | shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
|
---|
1188 | }
|
---|
1189 | }
|
---|
1190 |
|
---|
1191 | /* Declare output register temporaries */
|
---|
1192 | if(This->baseShader.limits.packed_output) {
|
---|
1193 | shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
|
---|
1194 | }
|
---|
1195 |
|
---|
1196 | /* Declare temporary variables */
|
---|
1197 | for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
|
---|
1198 | {
|
---|
1199 | if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
|
---|
1200 | }
|
---|
1201 |
|
---|
1202 | /* Declare attributes */
|
---|
1203 | if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
|
---|
1204 | {
|
---|
1205 | for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
|
---|
1206 | {
|
---|
1207 | if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
|
---|
1208 | }
|
---|
1209 | }
|
---|
1210 |
|
---|
1211 | /* Declare loop registers aLx */
|
---|
1212 | for (i = 0; i < reg_maps->loop_depth; i++) {
|
---|
1213 | shader_addline(buffer, "int aL%u;\n", i);
|
---|
1214 | shader_addline(buffer, "int tmpInt%u;\n", i);
|
---|
1215 | }
|
---|
1216 |
|
---|
1217 | /* Temporary variables for matrix operations */
|
---|
1218 | shader_addline(buffer, "vec4 tmp0;\n");
|
---|
1219 | shader_addline(buffer, "vec4 tmp1;\n");
|
---|
1220 |
|
---|
1221 | /* Local constants use a different name so they can be loaded once at shader link time
|
---|
1222 | * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
|
---|
1223 | * float -> string conversion can cause precision loss.
|
---|
1224 | */
|
---|
1225 | if(!This->baseShader.load_local_constsF) {
|
---|
1226 | LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
|
---|
1227 | shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
|
---|
1228 | }
|
---|
1229 | }
|
---|
1230 |
|
---|
1231 | shader_addline(buffer, "const float FLT_MAX = 1e38;\n");
|
---|
1232 |
|
---|
1233 | /* Start the main program */
|
---|
1234 | shader_addline(buffer, "void main() {\n");
|
---|
1235 | if(pshader && reg_maps->vpos) {
|
---|
1236 | /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
|
---|
1237 | * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
|
---|
1238 | * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
|
---|
1239 | * precision troubles when we just substract 0.5.
|
---|
1240 | *
|
---|
1241 | * To deal with that just floor() the position. This will eliminate the fraction on all cards.
|
---|
1242 | *
|
---|
1243 | * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
|
---|
1244 | *
|
---|
1245 | * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
|
---|
1246 | * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
|
---|
1247 | * coordinates specify the pixel centers instead of the pixel corners. This code will behave
|
---|
1248 | * correctly on drivers that returns integer values.
|
---|
1249 | */
|
---|
1250 | shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
|
---|
1251 | }
|
---|
1252 | }
|
---|
1253 |
|
---|
1254 | /*****************************************************************************
|
---|
1255 | * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
|
---|
1256 | *
|
---|
1257 | * For more information, see http://wiki.winehq.org/DirectX-Shaders
|
---|
1258 | ****************************************************************************/
|
---|
1259 |
|
---|
1260 | /* Prototypes */
|
---|
1261 | static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
|
---|
1262 | const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
|
---|
1263 |
|
---|
1264 | /** Used for opcode modifiers - They multiply the result by the specified amount */
|
---|
1265 | static const char * const shift_glsl_tab[] = {
|
---|
1266 | "", /* 0 (none) */
|
---|
1267 | "2.0 * ", /* 1 (x2) */
|
---|
1268 | "4.0 * ", /* 2 (x4) */
|
---|
1269 | "8.0 * ", /* 3 (x8) */
|
---|
1270 | "16.0 * ", /* 4 (x16) */
|
---|
1271 | "32.0 * ", /* 5 (x32) */
|
---|
1272 | "", /* 6 (x64) */
|
---|
1273 | "", /* 7 (x128) */
|
---|
1274 | "", /* 8 (d256) */
|
---|
1275 | "", /* 9 (d128) */
|
---|
1276 | "", /* 10 (d64) */
|
---|
1277 | "", /* 11 (d32) */
|
---|
1278 | "0.0625 * ", /* 12 (d16) */
|
---|
1279 | "0.125 * ", /* 13 (d8) */
|
---|
1280 | "0.25 * ", /* 14 (d4) */
|
---|
1281 | "0.5 * " /* 15 (d2) */
|
---|
1282 | };
|
---|
1283 |
|
---|
1284 | /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
|
---|
1285 | static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
|
---|
1286 | {
|
---|
1287 | out_str[0] = 0;
|
---|
1288 |
|
---|
1289 | switch (src_modifier)
|
---|
1290 | {
|
---|
1291 | case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
|
---|
1292 | case WINED3DSPSM_DW:
|
---|
1293 | case WINED3DSPSM_NONE:
|
---|
1294 | sprintf(out_str, "%s%s", in_reg, in_regswizzle);
|
---|
1295 | break;
|
---|
1296 | case WINED3DSPSM_NEG:
|
---|
1297 | sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
|
---|
1298 | break;
|
---|
1299 | case WINED3DSPSM_NOT:
|
---|
1300 | sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
|
---|
1301 | break;
|
---|
1302 | case WINED3DSPSM_BIAS:
|
---|
1303 | sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
|
---|
1304 | break;
|
---|
1305 | case WINED3DSPSM_BIASNEG:
|
---|
1306 | sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
|
---|
1307 | break;
|
---|
1308 | case WINED3DSPSM_SIGN:
|
---|
1309 | sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
|
---|
1310 | break;
|
---|
1311 | case WINED3DSPSM_SIGNNEG:
|
---|
1312 | sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
|
---|
1313 | break;
|
---|
1314 | case WINED3DSPSM_COMP:
|
---|
1315 | sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
|
---|
1316 | break;
|
---|
1317 | case WINED3DSPSM_X2:
|
---|
1318 | sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
|
---|
1319 | break;
|
---|
1320 | case WINED3DSPSM_X2NEG:
|
---|
1321 | sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
|
---|
1322 | break;
|
---|
1323 | case WINED3DSPSM_ABS:
|
---|
1324 | sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
|
---|
1325 | break;
|
---|
1326 | case WINED3DSPSM_ABSNEG:
|
---|
1327 | sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
|
---|
1328 | break;
|
---|
1329 | default:
|
---|
1330 | FIXME("Unhandled modifier %u\n", src_modifier);
|
---|
1331 | sprintf(out_str, "%s%s", in_reg, in_regswizzle);
|
---|
1332 | }
|
---|
1333 | }
|
---|
1334 |
|
---|
1335 | /** Writes the GLSL variable name that corresponds to the register that the
|
---|
1336 | * DX opcode parameter is trying to access */
|
---|
1337 | static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
|
---|
1338 | char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
|
---|
1339 | {
|
---|
1340 | /* oPos, oFog and oPts in D3D */
|
---|
1341 | static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
|
---|
1342 |
|
---|
1343 | IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
---|
1344 | const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
---|
1345 | char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
|
---|
1346 |
|
---|
1347 | *is_color = FALSE;
|
---|
1348 |
|
---|
1349 | switch (reg->type)
|
---|
1350 | {
|
---|
1351 | case WINED3DSPR_TEMP:
|
---|
1352 | sprintf(register_name, "R%u", reg->idx);
|
---|
1353 | break;
|
---|
1354 |
|
---|
1355 | case WINED3DSPR_INPUT:
|
---|
1356 | /* vertex shaders */
|
---|
1357 | if (!pshader)
|
---|
1358 | {
|
---|
1359 | struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
|
---|
1360 | if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
|
---|
1361 | sprintf(register_name, "attrib%u", reg->idx);
|
---|
1362 | break;
|
---|
1363 | }
|
---|
1364 |
|
---|
1365 | /* pixel shaders >= 3.0 */
|
---|
1366 | if (This->baseShader.reg_maps.shader_version.major >= 3)
|
---|
1367 | {
|
---|
1368 | DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
|
---|
1369 | unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
|
---|
1370 |
|
---|
1371 | if (reg->rel_addr)
|
---|
1372 | {
|
---|
1373 | glsl_src_param_t rel_param;
|
---|
1374 |
|
---|
1375 | shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
|
---|
1376 |
|
---|
1377 | /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
|
---|
1378 | * operation there */
|
---|
1379 | if (idx)
|
---|
1380 | {
|
---|
1381 | if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
|
---|
1382 | {
|
---|
1383 | sprintf(register_name,
|
---|
1384 | "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
|
---|
1385 | rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
|
---|
1386 | rel_param.param_str, idx);
|
---|
1387 | }
|
---|
1388 | else
|
---|
1389 | {
|
---|
1390 | sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
|
---|
1391 | }
|
---|
1392 | }
|
---|
1393 | else
|
---|
1394 | {
|
---|
1395 | if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
|
---|
1396 | {
|
---|
1397 | sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
|
---|
1398 | rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
|
---|
1399 | rel_param.param_str);
|
---|
1400 | }
|
---|
1401 | else
|
---|
1402 | {
|
---|
1403 | sprintf(register_name, "IN[%s]", rel_param.param_str);
|
---|
1404 | }
|
---|
1405 | }
|
---|
1406 | }
|
---|
1407 | else
|
---|
1408 | {
|
---|
1409 | if (idx == in_count) sprintf(register_name, "gl_Color");
|
---|
1410 | else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
|
---|
1411 | else sprintf(register_name, "IN[%u]", idx);
|
---|
1412 | }
|
---|
1413 | }
|
---|
1414 | else
|
---|
1415 | {
|
---|
1416 | if (reg->idx == 0) strcpy(register_name, "gl_Color");
|
---|
1417 | else strcpy(register_name, "gl_SecondaryColor");
|
---|
1418 | break;
|
---|
1419 | }
|
---|
1420 | break;
|
---|
1421 |
|
---|
1422 | case WINED3DSPR_CONST:
|
---|
1423 | {
|
---|
1424 | const char prefix = pshader ? 'P' : 'V';
|
---|
1425 |
|
---|
1426 | /* Relative addressing */
|
---|
1427 | if (reg->rel_addr)
|
---|
1428 | {
|
---|
1429 | glsl_src_param_t rel_param;
|
---|
1430 | shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
|
---|
1431 | if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
|
---|
1432 | else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
|
---|
1433 | }
|
---|
1434 | else
|
---|
1435 | {
|
---|
1436 | if (shader_constant_is_local(This, reg->idx))
|
---|
1437 | sprintf(register_name, "%cLC%u", prefix, reg->idx);
|
---|
1438 | else
|
---|
1439 | sprintf(register_name, "%cC[%u]", prefix, reg->idx);
|
---|
1440 | }
|
---|
1441 | }
|
---|
1442 | break;
|
---|
1443 |
|
---|
1444 | case WINED3DSPR_CONSTINT:
|
---|
1445 | if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
|
---|
1446 | else sprintf(register_name, "VI[%u]", reg->idx);
|
---|
1447 | break;
|
---|
1448 |
|
---|
1449 | case WINED3DSPR_CONSTBOOL:
|
---|
1450 | if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
|
---|
1451 | else sprintf(register_name, "VB[%u]", reg->idx);
|
---|
1452 | break;
|
---|
1453 |
|
---|
1454 | case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
|
---|
1455 | if (pshader) sprintf(register_name, "T%u", reg->idx);
|
---|
1456 | else sprintf(register_name, "A%u", reg->idx);
|
---|
1457 | break;
|
---|
1458 |
|
---|
1459 | case WINED3DSPR_LOOP:
|
---|
1460 | sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
|
---|
1461 | break;
|
---|
1462 |
|
---|
1463 | case WINED3DSPR_SAMPLER:
|
---|
1464 | if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
|
---|
1465 | else sprintf(register_name, "Vsampler%u", reg->idx);
|
---|
1466 | break;
|
---|
1467 |
|
---|
1468 | case WINED3DSPR_COLOROUT:
|
---|
1469 | if (reg->idx >= gl_info->limits.buffers)
|
---|
1470 | WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
|
---|
1471 |
|
---|
1472 | sprintf(register_name, "gl_FragData[%u]", reg->idx);
|
---|
1473 | break;
|
---|
1474 |
|
---|
1475 | case WINED3DSPR_RASTOUT:
|
---|
1476 | sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
|
---|
1477 | break;
|
---|
1478 |
|
---|
1479 | case WINED3DSPR_DEPTHOUT:
|
---|
1480 | sprintf(register_name, "gl_FragDepth");
|
---|
1481 | break;
|
---|
1482 |
|
---|
1483 | case WINED3DSPR_ATTROUT:
|
---|
1484 | if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
|
---|
1485 | else sprintf(register_name, "gl_FrontSecondaryColor");
|
---|
1486 | break;
|
---|
1487 |
|
---|
1488 | case WINED3DSPR_TEXCRDOUT:
|
---|
1489 | /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
|
---|
1490 | if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
|
---|
1491 | else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
|
---|
1492 | break;
|
---|
1493 |
|
---|
1494 | case WINED3DSPR_MISCTYPE:
|
---|
1495 | if (reg->idx == 0)
|
---|
1496 | {
|
---|
1497 | /* vPos */
|
---|
1498 | sprintf(register_name, "vpos");
|
---|
1499 | }
|
---|
1500 | else if (reg->idx == 1)
|
---|
1501 | {
|
---|
1502 | /* Note that gl_FrontFacing is a bool, while vFace is
|
---|
1503 | * a float for which the sign determines front/back */
|
---|
1504 | sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
|
---|
1505 | }
|
---|
1506 | else
|
---|
1507 | {
|
---|
1508 | FIXME("Unhandled misctype register %d\n", reg->idx);
|
---|
1509 | sprintf(register_name, "unrecognized_register");
|
---|
1510 | }
|
---|
1511 | break;
|
---|
1512 |
|
---|
1513 | case WINED3DSPR_IMMCONST:
|
---|
1514 | switch (reg->immconst_type)
|
---|
1515 | {
|
---|
1516 | case WINED3D_IMMCONST_FLOAT:
|
---|
1517 | sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
|
---|
1518 | break;
|
---|
1519 |
|
---|
1520 | case WINED3D_IMMCONST_FLOAT4:
|
---|
1521 | sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
|
---|
1522 | *(const float *)®->immconst_data[0], *(const float *)®->immconst_data[1],
|
---|
1523 | *(const float *)®->immconst_data[2], *(const float *)®->immconst_data[3]);
|
---|
1524 | break;
|
---|
1525 |
|
---|
1526 | default:
|
---|
1527 | FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
|
---|
1528 | sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
|
---|
1529 | }
|
---|
1530 | break;
|
---|
1531 |
|
---|
1532 | default:
|
---|
1533 | FIXME("Unhandled register name Type(%d)\n", reg->type);
|
---|
1534 | sprintf(register_name, "unrecognized_register");
|
---|
1535 | break;
|
---|
1536 | }
|
---|
1537 | }
|
---|
1538 |
|
---|
1539 | static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
|
---|
1540 | {
|
---|
1541 | *str++ = '.';
|
---|
1542 | if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
|
---|
1543 | if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
|
---|
1544 | if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
|
---|
1545 | if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
|
---|
1546 | *str = '\0';
|
---|
1547 | }
|
---|
1548 |
|
---|
1549 | /* Get the GLSL write mask for the destination register */
|
---|
1550 | static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
|
---|
1551 | {
|
---|
1552 | DWORD mask = param->write_mask;
|
---|
1553 |
|
---|
1554 | if (shader_is_scalar(¶m->reg))
|
---|
1555 | {
|
---|
1556 | mask = WINED3DSP_WRITEMASK_0;
|
---|
1557 | *write_mask = '\0';
|
---|
1558 | }
|
---|
1559 | else
|
---|
1560 | {
|
---|
1561 | shader_glsl_write_mask_to_str(mask, write_mask);
|
---|
1562 | }
|
---|
1563 |
|
---|
1564 | return mask;
|
---|
1565 | }
|
---|
1566 |
|
---|
1567 | static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
|
---|
1568 | unsigned int size = 0;
|
---|
1569 |
|
---|
1570 | if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
|
---|
1571 | if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
|
---|
1572 | if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
|
---|
1573 | if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
|
---|
1574 |
|
---|
1575 | return size;
|
---|
1576 | }
|
---|
1577 |
|
---|
1578 | static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
|
---|
1579 | {
|
---|
1580 | /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
|
---|
1581 | * but addressed as "rgba". To fix this we need to swap the register's x
|
---|
1582 | * and z components. */
|
---|
1583 | const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
|
---|
1584 |
|
---|
1585 | *str++ = '.';
|
---|
1586 | /* swizzle bits fields: wwzzyyxx */
|
---|
1587 | if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
|
---|
1588 | if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
|
---|
1589 | if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
|
---|
1590 | if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
|
---|
1591 | *str = '\0';
|
---|
1592 | }
|
---|
1593 |
|
---|
1594 | static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
|
---|
1595 | BOOL fixup, DWORD mask, char *swizzle_str)
|
---|
1596 | {
|
---|
1597 | if (shader_is_scalar(¶m->reg))
|
---|
1598 | *swizzle_str = '\0';
|
---|
1599 | else
|
---|
1600 | shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
|
---|
1601 | }
|
---|
1602 |
|
---|
1603 | /* From a given parameter token, generate the corresponding GLSL string.
|
---|
1604 | * Also, return the actual register name and swizzle in case the
|
---|
1605 | * caller needs this information as well. */
|
---|
1606 | static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
|
---|
1607 | const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
|
---|
1608 | {
|
---|
1609 | BOOL is_color = FALSE;
|
---|
1610 | char swizzle_str[6];
|
---|
1611 |
|
---|
1612 | glsl_src->reg_name[0] = '\0';
|
---|
1613 | glsl_src->param_str[0] = '\0';
|
---|
1614 | swizzle_str[0] = '\0';
|
---|
1615 |
|
---|
1616 | shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
|
---|
1617 | shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
|
---|
1618 | shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
|
---|
1619 | }
|
---|
1620 |
|
---|
1621 | /* From a given parameter token, generate the corresponding GLSL string.
|
---|
1622 | * Also, return the actual register name and swizzle in case the
|
---|
1623 | * caller needs this information as well. */
|
---|
1624 | static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
|
---|
1625 | const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
|
---|
1626 | {
|
---|
1627 | BOOL is_color = FALSE;
|
---|
1628 |
|
---|
1629 | glsl_dst->mask_str[0] = '\0';
|
---|
1630 | glsl_dst->reg_name[0] = '\0';
|
---|
1631 |
|
---|
1632 | shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
|
---|
1633 | return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
|
---|
1634 | }
|
---|
1635 |
|
---|
1636 | /* Append the destination part of the instruction to the buffer, return the effective write mask */
|
---|
1637 | static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
|
---|
1638 | const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
|
---|
1639 | {
|
---|
1640 | glsl_dst_param_t glsl_dst;
|
---|
1641 | DWORD mask;
|
---|
1642 |
|
---|
1643 | mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
|
---|
1644 | if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
|
---|
1645 |
|
---|
1646 | return mask;
|
---|
1647 | }
|
---|
1648 |
|
---|
1649 | /* Append the destination part of the instruction to the buffer, return the effective write mask */
|
---|
1650 | static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
|
---|
1651 | {
|
---|
1652 | return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
|
---|
1653 | }
|
---|
1654 |
|
---|
1655 | /** Process GLSL instruction modifiers */
|
---|
1656 | static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
|
---|
1657 | {
|
---|
1658 | glsl_dst_param_t dst_param;
|
---|
1659 | DWORD modifiers;
|
---|
1660 |
|
---|
1661 | if (!ins->dst_count) return;
|
---|
1662 |
|
---|
1663 | modifiers = ins->dst[0].modifiers;
|
---|
1664 | if (!modifiers) return;
|
---|
1665 |
|
---|
1666 | shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
|
---|
1667 |
|
---|
1668 | if (modifiers & WINED3DSPDM_SATURATE)
|
---|
1669 | {
|
---|
1670 | /* _SAT means to clamp the value of the register to between 0 and 1 */
|
---|
1671 | shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
|
---|
1672 | dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
|
---|
1673 | }
|
---|
1674 |
|
---|
1675 | if (modifiers & WINED3DSPDM_MSAMPCENTROID)
|
---|
1676 | {
|
---|
1677 | FIXME("_centroid modifier not handled\n");
|
---|
1678 | }
|
---|
1679 |
|
---|
1680 | if (modifiers & WINED3DSPDM_PARTIALPRECISION)
|
---|
1681 | {
|
---|
1682 | /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
|
---|
1683 | }
|
---|
1684 | }
|
---|
1685 |
|
---|
1686 | static inline const char *shader_get_comp_op(DWORD op)
|
---|
1687 | {
|
---|
1688 | switch (op) {
|
---|
1689 | case COMPARISON_GT: return ">";
|
---|
1690 | case COMPARISON_EQ: return "==";
|
---|
1691 | case COMPARISON_GE: return ">=";
|
---|
1692 | case COMPARISON_LT: return "<";
|
---|
1693 | case COMPARISON_NE: return "!=";
|
---|
1694 | case COMPARISON_LE: return "<=";
|
---|
1695 | default:
|
---|
1696 | FIXME("Unrecognized comparison value: %u\n", op);
|
---|
1697 | return "(\?\?)";
|
---|
1698 | }
|
---|
1699 | }
|
---|
1700 |
|
---|
1701 | static void shader_glsl_get_sample_function(const struct wined3d_gl_info *gl_info,
|
---|
1702 | DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
|
---|
1703 | {
|
---|
1704 | BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
|
---|
1705 | BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
|
---|
1706 | BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
|
---|
1707 | BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
|
---|
1708 |
|
---|
1709 | /* Note that there's no such thing as a projected cube texture. */
|
---|
1710 | switch(sampler_type) {
|
---|
1711 | case WINED3DSTT_1D:
|
---|
1712 | if(lod) {
|
---|
1713 | sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
|
---|
1714 | }
|
---|
1715 | else if (grad)
|
---|
1716 | {
|
---|
1717 | if (gl_info->supported[EXT_GPU_SHADER4])
|
---|
1718 | sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
|
---|
1719 | else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
|
---|
1720 | sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
|
---|
1721 | else
|
---|
1722 | {
|
---|
1723 | FIXME("Unsupported 1D grad function.\n");
|
---|
1724 | sample_function->name = "unsupported1DGrad";
|
---|
1725 | }
|
---|
1726 | }
|
---|
1727 | else
|
---|
1728 | {
|
---|
1729 | sample_function->name = projected ? "texture1DProj" : "texture1D";
|
---|
1730 | }
|
---|
1731 | sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
|
---|
1732 | break;
|
---|
1733 | case WINED3DSTT_2D:
|
---|
1734 | if(texrect) {
|
---|
1735 | if(lod) {
|
---|
1736 | sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
|
---|
1737 | }
|
---|
1738 | else if (grad)
|
---|
1739 | {
|
---|
1740 | if (gl_info->supported[EXT_GPU_SHADER4])
|
---|
1741 | sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
|
---|
1742 | else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
|
---|
1743 | sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
|
---|
1744 | else
|
---|
1745 | {
|
---|
1746 | FIXME("Unsupported RECT grad function.\n");
|
---|
1747 | sample_function->name = "unsupported2DRectGrad";
|
---|
1748 | }
|
---|
1749 | }
|
---|
1750 | else
|
---|
1751 | {
|
---|
1752 | sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
|
---|
1753 | }
|
---|
1754 | } else {
|
---|
1755 | if(lod) {
|
---|
1756 | sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
|
---|
1757 | }
|
---|
1758 | else if (grad)
|
---|
1759 | {
|
---|
1760 | if (gl_info->supported[EXT_GPU_SHADER4])
|
---|
1761 | sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
|
---|
1762 | else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
|
---|
1763 | sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
|
---|
1764 | else
|
---|
1765 | {
|
---|
1766 | FIXME("Unsupported 2D grad function.\n");
|
---|
1767 | sample_function->name = "unsupported2DGrad";
|
---|
1768 | }
|
---|
1769 | }
|
---|
1770 | else
|
---|
1771 | {
|
---|
1772 | sample_function->name = projected ? "texture2DProj" : "texture2D";
|
---|
1773 | }
|
---|
1774 | }
|
---|
1775 | sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
|
---|
1776 | break;
|
---|
1777 | case WINED3DSTT_CUBE:
|
---|
1778 | if(lod) {
|
---|
1779 | sample_function->name = "textureCubeLod";
|
---|
1780 | }
|
---|
1781 | else if (grad)
|
---|
1782 | {
|
---|
1783 | if (gl_info->supported[EXT_GPU_SHADER4])
|
---|
1784 | sample_function->name = "textureCubeGrad";
|
---|
1785 | else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
|
---|
1786 | sample_function->name = "textureCubeGradARB";
|
---|
1787 | else
|
---|
1788 | {
|
---|
1789 | FIXME("Unsupported Cube grad function.\n");
|
---|
1790 | sample_function->name = "unsupportedCubeGrad";
|
---|
1791 | }
|
---|
1792 | }
|
---|
1793 | else
|
---|
1794 | {
|
---|
1795 | sample_function->name = "textureCube";
|
---|
1796 | }
|
---|
1797 | sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
1798 | break;
|
---|
1799 | case WINED3DSTT_VOLUME:
|
---|
1800 | if(lod) {
|
---|
1801 | sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
|
---|
1802 | }
|
---|
1803 | else if (grad)
|
---|
1804 | {
|
---|
1805 | if (gl_info->supported[EXT_GPU_SHADER4])
|
---|
1806 | sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
|
---|
1807 | else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
|
---|
1808 | sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
|
---|
1809 | else
|
---|
1810 | {
|
---|
1811 | FIXME("Unsupported 3D grad function.\n");
|
---|
1812 | sample_function->name = "unsupported3DGrad";
|
---|
1813 | }
|
---|
1814 | }
|
---|
1815 | else
|
---|
1816 | {
|
---|
1817 | sample_function->name = projected ? "texture3DProj" : "texture3D";
|
---|
1818 | }
|
---|
1819 | sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
1820 | break;
|
---|
1821 | default:
|
---|
1822 | sample_function->name = "";
|
---|
1823 | sample_function->coord_mask = 0;
|
---|
1824 | FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
|
---|
1825 | break;
|
---|
1826 | }
|
---|
1827 | }
|
---|
1828 |
|
---|
1829 | static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
|
---|
1830 | BOOL sign_fixup, enum fixup_channel_source channel_source)
|
---|
1831 | {
|
---|
1832 | switch(channel_source)
|
---|
1833 | {
|
---|
1834 | case CHANNEL_SOURCE_ZERO:
|
---|
1835 | strcat(arguments, "0.0");
|
---|
1836 | break;
|
---|
1837 |
|
---|
1838 | case CHANNEL_SOURCE_ONE:
|
---|
1839 | strcat(arguments, "1.0");
|
---|
1840 | break;
|
---|
1841 |
|
---|
1842 | case CHANNEL_SOURCE_X:
|
---|
1843 | strcat(arguments, reg_name);
|
---|
1844 | strcat(arguments, ".x");
|
---|
1845 | break;
|
---|
1846 |
|
---|
1847 | case CHANNEL_SOURCE_Y:
|
---|
1848 | strcat(arguments, reg_name);
|
---|
1849 | strcat(arguments, ".y");
|
---|
1850 | break;
|
---|
1851 |
|
---|
1852 | case CHANNEL_SOURCE_Z:
|
---|
1853 | strcat(arguments, reg_name);
|
---|
1854 | strcat(arguments, ".z");
|
---|
1855 | break;
|
---|
1856 |
|
---|
1857 | case CHANNEL_SOURCE_W:
|
---|
1858 | strcat(arguments, reg_name);
|
---|
1859 | strcat(arguments, ".w");
|
---|
1860 | break;
|
---|
1861 |
|
---|
1862 | default:
|
---|
1863 | FIXME("Unhandled channel source %#x\n", channel_source);
|
---|
1864 | strcat(arguments, "undefined");
|
---|
1865 | break;
|
---|
1866 | }
|
---|
1867 |
|
---|
1868 | if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
|
---|
1869 | }
|
---|
1870 |
|
---|
1871 | static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
|
---|
1872 | {
|
---|
1873 | struct wined3d_shader_dst_param dst;
|
---|
1874 | unsigned int mask_size, remaining;
|
---|
1875 | glsl_dst_param_t dst_param;
|
---|
1876 | char arguments[256];
|
---|
1877 | DWORD mask;
|
---|
1878 |
|
---|
1879 | mask = 0;
|
---|
1880 | if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
|
---|
1881 | if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
|
---|
1882 | if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
|
---|
1883 | if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
|
---|
1884 | mask &= ins->dst[0].write_mask;
|
---|
1885 |
|
---|
1886 | if (!mask) return; /* Nothing to do */
|
---|
1887 |
|
---|
1888 | if (is_complex_fixup(fixup))
|
---|
1889 | {
|
---|
1890 | enum complex_fixup complex_fixup = get_complex_fixup(fixup);
|
---|
1891 | FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
|
---|
1892 | return;
|
---|
1893 | }
|
---|
1894 |
|
---|
1895 | mask_size = shader_glsl_get_write_mask_size(mask);
|
---|
1896 |
|
---|
1897 | dst = ins->dst[0];
|
---|
1898 | dst.write_mask = mask;
|
---|
1899 | shader_glsl_add_dst_param(ins, &dst, &dst_param);
|
---|
1900 |
|
---|
1901 | arguments[0] = '\0';
|
---|
1902 | remaining = mask_size;
|
---|
1903 | if (mask & WINED3DSP_WRITEMASK_0)
|
---|
1904 | {
|
---|
1905 | shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
|
---|
1906 | if (--remaining) strcat(arguments, ", ");
|
---|
1907 | }
|
---|
1908 | if (mask & WINED3DSP_WRITEMASK_1)
|
---|
1909 | {
|
---|
1910 | shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
|
---|
1911 | if (--remaining) strcat(arguments, ", ");
|
---|
1912 | }
|
---|
1913 | if (mask & WINED3DSP_WRITEMASK_2)
|
---|
1914 | {
|
---|
1915 | shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
|
---|
1916 | if (--remaining) strcat(arguments, ", ");
|
---|
1917 | }
|
---|
1918 | if (mask & WINED3DSP_WRITEMASK_3)
|
---|
1919 | {
|
---|
1920 | shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
|
---|
1921 | if (--remaining) strcat(arguments, ", ");
|
---|
1922 | }
|
---|
1923 |
|
---|
1924 | if (mask_size > 1)
|
---|
1925 | {
|
---|
1926 | shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
|
---|
1927 | dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
|
---|
1928 | }
|
---|
1929 | else
|
---|
1930 | {
|
---|
1931 | shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
|
---|
1932 | }
|
---|
1933 | }
|
---|
1934 |
|
---|
1935 | static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
|
---|
1936 | DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
|
---|
1937 | const char *dx, const char *dy,
|
---|
1938 | const char *bias, const char *coord_reg_fmt, ...)
|
---|
1939 | {
|
---|
1940 | const char *sampler_base;
|
---|
1941 | char dst_swizzle[6];
|
---|
1942 | struct color_fixup_desc fixup;
|
---|
1943 | BOOL np2_fixup = FALSE;
|
---|
1944 | BOOL tmirror_tmp_reg = FALSE;
|
---|
1945 | va_list args;
|
---|
1946 |
|
---|
1947 | shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
|
---|
1948 |
|
---|
1949 | if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
|
---|
1950 | {
|
---|
1951 | const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
|
---|
1952 | fixup = priv->cur_ps_args->color_fixup[sampler];
|
---|
1953 | sampler_base = "Psampler";
|
---|
1954 |
|
---|
1955 | if (priv->cur_ps_args->np2_fixup & (1 << sampler)) {
|
---|
1956 | if(bias) {
|
---|
1957 | FIXME("Biased sampling from NP2 textures is unsupported\n");
|
---|
1958 | } else {
|
---|
1959 | np2_fixup = TRUE;
|
---|
1960 | }
|
---|
1961 | }
|
---|
1962 |
|
---|
1963 | if (priv->cur_ps_args->t_mirror & (1 << sampler))
|
---|
1964 | {
|
---|
1965 | if (ins->ctx->reg_maps->sampler_type[sampler]==WINED3DSTT_2D)
|
---|
1966 | {
|
---|
1967 | if (sample_function->coord_mask & WINED3DSP_WRITEMASK_1)
|
---|
1968 | {
|
---|
1969 | glsl_src_param_t coord_param;
|
---|
1970 | shader_glsl_add_src_param(ins, &ins->src[0], sample_function->coord_mask, &coord_param);
|
---|
1971 |
|
---|
1972 | if (ins->src[0].reg.type != WINED3DSPR_INPUT)
|
---|
1973 | {
|
---|
1974 | shader_addline(ins->ctx->buffer, "%s.y=1.0-%s.y;\n",
|
---|
1975 | coord_param.reg_name, coord_param.reg_name);
|
---|
1976 | }
|
---|
1977 | else
|
---|
1978 | {
|
---|
1979 | tmirror_tmp_reg = TRUE;
|
---|
1980 | shader_addline(ins->ctx->buffer, "tmp0.xy=vec2(%s.x, 1.0-%s.y).xy;\n",
|
---|
1981 | coord_param.reg_name, coord_param.reg_name);
|
---|
1982 | }
|
---|
1983 | }
|
---|
1984 | else
|
---|
1985 | {
|
---|
1986 | DebugBreak();
|
---|
1987 | FIXME("Unexpected coord_mask with t_mirror\n");
|
---|
1988 | }
|
---|
1989 | }
|
---|
1990 | }
|
---|
1991 | } else {
|
---|
1992 | sampler_base = "Vsampler";
|
---|
1993 | fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
|
---|
1994 | }
|
---|
1995 |
|
---|
1996 | shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
1997 |
|
---|
1998 | shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
|
---|
1999 |
|
---|
2000 | if (tmirror_tmp_reg)
|
---|
2001 | {
|
---|
2002 | shader_addline(ins->ctx->buffer, "%s", "tmp0.xy");
|
---|
2003 | }
|
---|
2004 | else
|
---|
2005 | {
|
---|
2006 | va_start(args, coord_reg_fmt);
|
---|
2007 | shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
|
---|
2008 | va_end(args);
|
---|
2009 | }
|
---|
2010 |
|
---|
2011 | if(bias) {
|
---|
2012 | shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
|
---|
2013 | } else {
|
---|
2014 | if (np2_fixup) {
|
---|
2015 | const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
|
---|
2016 | const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
|
---|
2017 |
|
---|
2018 | shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
|
---|
2019 | (idx % 2) ? "zw" : "xy", dst_swizzle);
|
---|
2020 | } else if(dx && dy) {
|
---|
2021 | shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
|
---|
2022 | } else {
|
---|
2023 | shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
|
---|
2024 | }
|
---|
2025 | }
|
---|
2026 |
|
---|
2027 | if(!is_identity_fixup(fixup)) {
|
---|
2028 | shader_glsl_color_correction(ins, fixup);
|
---|
2029 | }
|
---|
2030 | }
|
---|
2031 |
|
---|
2032 | /*****************************************************************************
|
---|
2033 | * Begin processing individual instruction opcodes
|
---|
2034 | ****************************************************************************/
|
---|
2035 |
|
---|
2036 | /* Generate GLSL arithmetic functions (dst = src1 + src2) */
|
---|
2037 | static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
|
---|
2038 | {
|
---|
2039 | struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
|
---|
2040 | glsl_src_param_t src0_param;
|
---|
2041 | glsl_src_param_t src1_param;
|
---|
2042 | DWORD write_mask;
|
---|
2043 | char op;
|
---|
2044 |
|
---|
2045 | /* Determine the GLSL operator to use based on the opcode */
|
---|
2046 | switch (ins->handler_idx)
|
---|
2047 | {
|
---|
2048 | case WINED3DSIH_MUL: op = '*'; break;
|
---|
2049 | case WINED3DSIH_ADD: op = '+'; break;
|
---|
2050 | case WINED3DSIH_SUB: op = '-'; break;
|
---|
2051 | default:
|
---|
2052 | op = ' ';
|
---|
2053 | FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
|
---|
2054 | break;
|
---|
2055 | }
|
---|
2056 |
|
---|
2057 | write_mask = shader_glsl_append_dst(buffer, ins);
|
---|
2058 | shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
---|
2059 | shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
---|
2060 | shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
|
---|
2061 | }
|
---|
2062 |
|
---|
2063 | /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
|
---|
2064 | static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
|
---|
2065 | {
|
---|
2066 | const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
---|
2067 | struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
|
---|
2068 | glsl_src_param_t src0_param;
|
---|
2069 | DWORD write_mask;
|
---|
2070 |
|
---|
2071 | write_mask = shader_glsl_append_dst(buffer, ins);
|
---|
2072 | shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
---|
2073 |
|
---|
2074 | /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
|
---|
2075 | * shader versions WINED3DSIO_MOVA is used for this. */
|
---|
2076 | if (ins->ctx->reg_maps->shader_version.major == 1
|
---|
2077 | && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
|
---|
2078 | && ins->dst[0].reg.type == WINED3DSPR_ADDR)
|
---|
2079 | {
|
---|
2080 | /* This is a simple floor() */
|
---|
2081 | unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
2082 | if (mask_size > 1) {
|
---|
2083 | shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
|
---|
2084 | } else {
|
---|
2085 | shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
|
---|
2086 | }
|
---|
2087 | }
|
---|
2088 | else if(ins->handler_idx == WINED3DSIH_MOVA)
|
---|
2089 | {
|
---|
2090 | /* We need to *round* to the nearest int here. */
|
---|
2091 | unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
2092 |
|
---|
2093 | if (gl_info->supported[EXT_GPU_SHADER4])
|
---|
2094 | {
|
---|
2095 | if (mask_size > 1)
|
---|
2096 | shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
|
---|
2097 | else
|
---|
2098 | shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
|
---|
2099 | }
|
---|
2100 | else
|
---|
2101 | {
|
---|
2102 | if (mask_size > 1)
|
---|
2103 | shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
|
---|
2104 | mask_size, src0_param.param_str, mask_size, src0_param.param_str);
|
---|
2105 | else
|
---|
2106 | shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
|
---|
2107 | src0_param.param_str, src0_param.param_str);
|
---|
2108 | }
|
---|
2109 | }
|
---|
2110 | else
|
---|
2111 | {
|
---|
2112 | shader_addline(buffer, "%s);\n", src0_param.param_str);
|
---|
2113 | }
|
---|
2114 | }
|
---|
2115 |
|
---|
2116 | /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
|
---|
2117 | static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
|
---|
2118 | {
|
---|
2119 | struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
|
---|
2120 | glsl_src_param_t src0_param;
|
---|
2121 | glsl_src_param_t src1_param;
|
---|
2122 | DWORD dst_write_mask, src_write_mask;
|
---|
2123 | unsigned int dst_size = 0;
|
---|
2124 |
|
---|
2125 | dst_write_mask = shader_glsl_append_dst(buffer, ins);
|
---|
2126 | dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
|
---|
2127 |
|
---|
2128 | /* dp3 works on vec3, dp4 on vec4 */
|
---|
2129 | if (ins->handler_idx == WINED3DSIH_DP4)
|
---|
2130 | {
|
---|
2131 | src_write_mask = WINED3DSP_WRITEMASK_ALL;
|
---|
2132 | } else {
|
---|
2133 | src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2134 | }
|
---|
2135 |
|
---|
2136 | shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
|
---|
2137 | shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
|
---|
2138 |
|
---|
2139 | if (dst_size > 1) {
|
---|
2140 | shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
|
---|
2141 | } else {
|
---|
2142 | shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
|
---|
2143 | }
|
---|
2144 | }
|
---|
2145 |
|
---|
2146 | /* Note that this instruction has some restrictions. The destination write mask
|
---|
2147 | * can't contain the w component, and the source swizzles have to be .xyzw */
|
---|
2148 | static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
|
---|
2149 | {
|
---|
2150 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
2151 | glsl_src_param_t src0_param;
|
---|
2152 | glsl_src_param_t src1_param;
|
---|
2153 | char dst_mask[6];
|
---|
2154 |
|
---|
2155 | shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
|
---|
2156 | shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2157 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
2158 | shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
|
---|
2159 | shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
|
---|
2160 | }
|
---|
2161 |
|
---|
2162 | /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
|
---|
2163 | * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
|
---|
2164 | * GLSL uses the value as-is. */
|
---|
2165 | static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
|
---|
2166 | {
|
---|
2167 | struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
|
---|
2168 | glsl_src_param_t src0_param;
|
---|
2169 | glsl_src_param_t src1_param;
|
---|
2170 | DWORD dst_write_mask;
|
---|
2171 | unsigned int dst_size;
|
---|
2172 |
|
---|
2173 | dst_write_mask = shader_glsl_append_dst(buffer, ins);
|
---|
2174 | dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
|
---|
2175 |
|
---|
2176 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2177 | shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
|
---|
2178 |
|
---|
2179 | if (dst_size > 1) {
|
---|
2180 | shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
|
---|
2181 | } else {
|
---|
2182 | shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
|
---|
2183 | }
|
---|
2184 | }
|
---|
2185 |
|
---|
2186 | /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
|
---|
2187 | * Src0 is a scalar. Note that D3D uses the absolute of src0, while
|
---|
2188 | * GLSL uses the value as-is. */
|
---|
2189 | static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
|
---|
2190 | {
|
---|
2191 | struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
|
---|
2192 | glsl_src_param_t src0_param;
|
---|
2193 | DWORD dst_write_mask;
|
---|
2194 | unsigned int dst_size;
|
---|
2195 |
|
---|
2196 | dst_write_mask = shader_glsl_append_dst(buffer, ins);
|
---|
2197 | dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
|
---|
2198 |
|
---|
2199 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2200 |
|
---|
2201 | if (dst_size > 1)
|
---|
2202 | {
|
---|
2203 | shader_addline(buffer, "vec%d(%s == 0.0 ? -FLT_MAX : log2(abs(%s))));\n",
|
---|
2204 | dst_size, src0_param.param_str, src0_param.param_str);
|
---|
2205 | }
|
---|
2206 | else
|
---|
2207 | {
|
---|
2208 | shader_addline(buffer, "%s == 0.0 ? -FLT_MAX : log2(abs(%s)));\n",
|
---|
2209 | src0_param.param_str, src0_param.param_str);
|
---|
2210 | }
|
---|
2211 | }
|
---|
2212 |
|
---|
2213 | /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
|
---|
2214 | static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
|
---|
2215 | {
|
---|
2216 | struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
|
---|
2217 | glsl_src_param_t src_param;
|
---|
2218 | const char *instruction;
|
---|
2219 | DWORD write_mask;
|
---|
2220 | unsigned i;
|
---|
2221 |
|
---|
2222 | /* Determine the GLSL function to use based on the opcode */
|
---|
2223 | /* TODO: Possibly make this a table for faster lookups */
|
---|
2224 | switch (ins->handler_idx)
|
---|
2225 | {
|
---|
2226 | case WINED3DSIH_MIN: instruction = "min"; break;
|
---|
2227 | case WINED3DSIH_MAX: instruction = "max"; break;
|
---|
2228 | case WINED3DSIH_ABS: instruction = "abs"; break;
|
---|
2229 | case WINED3DSIH_FRC: instruction = "fract"; break;
|
---|
2230 | case WINED3DSIH_EXP: instruction = "exp2"; break;
|
---|
2231 | case WINED3DSIH_DSX: instruction = "dFdx"; break;
|
---|
2232 | case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
|
---|
2233 | default: instruction = "";
|
---|
2234 | FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
|
---|
2235 | break;
|
---|
2236 | }
|
---|
2237 |
|
---|
2238 | write_mask = shader_glsl_append_dst(buffer, ins);
|
---|
2239 |
|
---|
2240 | shader_addline(buffer, "%s(", instruction);
|
---|
2241 |
|
---|
2242 | if (ins->src_count)
|
---|
2243 | {
|
---|
2244 | shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
|
---|
2245 | shader_addline(buffer, "%s", src_param.param_str);
|
---|
2246 | for (i = 1; i < ins->src_count; ++i)
|
---|
2247 | {
|
---|
2248 | shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
|
---|
2249 | shader_addline(buffer, ", %s", src_param.param_str);
|
---|
2250 | }
|
---|
2251 | }
|
---|
2252 |
|
---|
2253 | shader_addline(buffer, "));\n");
|
---|
2254 | }
|
---|
2255 |
|
---|
2256 | static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
|
---|
2257 | {
|
---|
2258 | struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
|
---|
2259 | glsl_src_param_t src_param;
|
---|
2260 | unsigned int mask_size;
|
---|
2261 | DWORD write_mask;
|
---|
2262 | char dst_mask[6];
|
---|
2263 |
|
---|
2264 | write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
|
---|
2265 | mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
2266 | shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
|
---|
2267 |
|
---|
2268 | shader_addline(buffer, "tmp0.x = length(%s);\n", src_param.param_str);
|
---|
2269 | shader_glsl_append_dst(buffer, ins);
|
---|
2270 | if (mask_size > 1)
|
---|
2271 | {
|
---|
2272 | shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s / tmp0.x));\n",
|
---|
2273 | mask_size, src_param.param_str);
|
---|
2274 | }
|
---|
2275 | else
|
---|
2276 | {
|
---|
2277 | shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s / tmp0.x));\n",
|
---|
2278 | src_param.param_str);
|
---|
2279 | }
|
---|
2280 | }
|
---|
2281 |
|
---|
2282 | /** Process the WINED3DSIO_EXPP instruction in GLSL:
|
---|
2283 | * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
|
---|
2284 | * dst.x = 2^(floor(src))
|
---|
2285 | * dst.y = src - floor(src)
|
---|
2286 | * dst.z = 2^src (partial precision is allowed, but optional)
|
---|
2287 | * dst.w = 1.0;
|
---|
2288 | * For 2.0 shaders, just do this (honoring writemask and swizzle):
|
---|
2289 | * dst = 2^src; (partial precision is allowed, but optional)
|
---|
2290 | */
|
---|
2291 | static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
|
---|
2292 | {
|
---|
2293 | glsl_src_param_t src_param;
|
---|
2294 |
|
---|
2295 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
|
---|
2296 |
|
---|
2297 | if (ins->ctx->reg_maps->shader_version.major < 2)
|
---|
2298 | {
|
---|
2299 | char dst_mask[6];
|
---|
2300 |
|
---|
2301 | shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
|
---|
2302 | shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
|
---|
2303 | shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
|
---|
2304 | shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
|
---|
2305 |
|
---|
2306 | shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2307 | shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
|
---|
2308 | shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
|
---|
2309 | } else {
|
---|
2310 | DWORD write_mask;
|
---|
2311 | unsigned int mask_size;
|
---|
2312 |
|
---|
2313 | write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2314 | mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
2315 |
|
---|
2316 | if (mask_size > 1) {
|
---|
2317 | shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
|
---|
2318 | } else {
|
---|
2319 | shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
|
---|
2320 | }
|
---|
2321 | }
|
---|
2322 | }
|
---|
2323 |
|
---|
2324 | /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
|
---|
2325 | static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
|
---|
2326 | {
|
---|
2327 | glsl_src_param_t src_param;
|
---|
2328 | DWORD write_mask;
|
---|
2329 | unsigned int mask_size;
|
---|
2330 |
|
---|
2331 | write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2332 | mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
2333 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
|
---|
2334 |
|
---|
2335 | if (mask_size > 1)
|
---|
2336 | {
|
---|
2337 | shader_addline(ins->ctx->buffer, "vec%d(%s == 0.0 ? FLT_MAX : 1.0 / %s));\n",
|
---|
2338 | mask_size, src_param.param_str, src_param.param_str);
|
---|
2339 | }
|
---|
2340 | else
|
---|
2341 | {
|
---|
2342 | shader_addline(ins->ctx->buffer, "%s == 0.0 ? FLT_MAX : 1.0 / %s);\n",
|
---|
2343 | src_param.param_str, src_param.param_str);
|
---|
2344 | }
|
---|
2345 | }
|
---|
2346 |
|
---|
2347 | static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
|
---|
2348 | {
|
---|
2349 | struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
|
---|
2350 | glsl_src_param_t src_param;
|
---|
2351 | DWORD write_mask;
|
---|
2352 | unsigned int mask_size;
|
---|
2353 |
|
---|
2354 | write_mask = shader_glsl_append_dst(buffer, ins);
|
---|
2355 | mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
2356 |
|
---|
2357 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
|
---|
2358 |
|
---|
2359 | if (mask_size > 1)
|
---|
2360 | {
|
---|
2361 | shader_addline(buffer, "vec%d(%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s))));\n",
|
---|
2362 | mask_size, src_param.param_str, src_param.param_str);
|
---|
2363 | }
|
---|
2364 | else
|
---|
2365 | {
|
---|
2366 | shader_addline(buffer, "%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s)));\n",
|
---|
2367 | src_param.param_str, src_param.param_str);
|
---|
2368 | }
|
---|
2369 | }
|
---|
2370 |
|
---|
2371 | /** Process signed comparison opcodes in GLSL. */
|
---|
2372 | static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
|
---|
2373 | {
|
---|
2374 | glsl_src_param_t src0_param;
|
---|
2375 | glsl_src_param_t src1_param;
|
---|
2376 | DWORD write_mask;
|
---|
2377 | unsigned int mask_size;
|
---|
2378 |
|
---|
2379 | write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2380 | mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
2381 | shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
---|
2382 | shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
---|
2383 |
|
---|
2384 | if (mask_size > 1) {
|
---|
2385 | const char *compare;
|
---|
2386 |
|
---|
2387 | switch(ins->handler_idx)
|
---|
2388 | {
|
---|
2389 | case WINED3DSIH_SLT: compare = "lessThan"; break;
|
---|
2390 | case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
|
---|
2391 | default: compare = "";
|
---|
2392 | FIXME("Can't handle opcode %#x\n", ins->handler_idx);
|
---|
2393 | }
|
---|
2394 |
|
---|
2395 | shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
|
---|
2396 | src0_param.param_str, src1_param.param_str);
|
---|
2397 | } else {
|
---|
2398 | switch(ins->handler_idx)
|
---|
2399 | {
|
---|
2400 | case WINED3DSIH_SLT:
|
---|
2401 | /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
|
---|
2402 | * to return 0.0 but step returns 1.0 because step is not < x
|
---|
2403 | * An alternative is a bvec compare padded with an unused second component.
|
---|
2404 | * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
|
---|
2405 | * issue. Playing with not() is not possible either because not() does not accept
|
---|
2406 | * a scalar.
|
---|
2407 | */
|
---|
2408 | shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
|
---|
2409 | src0_param.param_str, src1_param.param_str);
|
---|
2410 | break;
|
---|
2411 | case WINED3DSIH_SGE:
|
---|
2412 | /* Here we can use the step() function and safe a conditional */
|
---|
2413 | shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
|
---|
2414 | break;
|
---|
2415 | default:
|
---|
2416 | FIXME("Can't handle opcode %#x\n", ins->handler_idx);
|
---|
2417 | }
|
---|
2418 |
|
---|
2419 | }
|
---|
2420 | }
|
---|
2421 |
|
---|
2422 | /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
|
---|
2423 | static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
|
---|
2424 | {
|
---|
2425 | glsl_src_param_t src0_param;
|
---|
2426 | glsl_src_param_t src1_param;
|
---|
2427 | glsl_src_param_t src2_param;
|
---|
2428 | DWORD write_mask, cmp_channel = 0;
|
---|
2429 | unsigned int i, j;
|
---|
2430 | char mask_char[6];
|
---|
2431 | BOOL temp_destination = FALSE;
|
---|
2432 |
|
---|
2433 | if (shader_is_scalar(&ins->src[0].reg))
|
---|
2434 | {
|
---|
2435 | write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2436 |
|
---|
2437 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
|
---|
2438 | shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
---|
2439 | shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
|
---|
2440 |
|
---|
2441 | shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
|
---|
2442 | src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
2443 | } else {
|
---|
2444 | DWORD dst_mask = ins->dst[0].write_mask;
|
---|
2445 | struct wined3d_shader_dst_param dst = ins->dst[0];
|
---|
2446 |
|
---|
2447 | /* Cycle through all source0 channels */
|
---|
2448 | for (i=0; i<4; i++) {
|
---|
2449 | write_mask = 0;
|
---|
2450 | /* Find the destination channels which use the current source0 channel */
|
---|
2451 | for (j=0; j<4; j++) {
|
---|
2452 | if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
|
---|
2453 | {
|
---|
2454 | write_mask |= WINED3DSP_WRITEMASK_0 << j;
|
---|
2455 | cmp_channel = WINED3DSP_WRITEMASK_0 << j;
|
---|
2456 | }
|
---|
2457 | }
|
---|
2458 | dst.write_mask = dst_mask & write_mask;
|
---|
2459 |
|
---|
2460 | /* Splitting the cmp instruction up in multiple lines imposes a problem:
|
---|
2461 | * The first lines may overwrite source parameters of the following lines.
|
---|
2462 | * Deal with that by using a temporary destination register if needed
|
---|
2463 | */
|
---|
2464 | if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
|
---|
2465 | && ins->src[0].reg.type == ins->dst[0].reg.type)
|
---|
2466 | || (ins->src[1].reg.idx == ins->dst[0].reg.idx
|
---|
2467 | && ins->src[1].reg.type == ins->dst[0].reg.type)
|
---|
2468 | || (ins->src[2].reg.idx == ins->dst[0].reg.idx
|
---|
2469 | && ins->src[2].reg.type == ins->dst[0].reg.type))
|
---|
2470 | {
|
---|
2471 | write_mask = shader_glsl_get_write_mask(&dst, mask_char);
|
---|
2472 | if (!write_mask) continue;
|
---|
2473 | shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
|
---|
2474 | temp_destination = TRUE;
|
---|
2475 | } else {
|
---|
2476 | write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
|
---|
2477 | if (!write_mask) continue;
|
---|
2478 | }
|
---|
2479 |
|
---|
2480 | shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
|
---|
2481 | shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
---|
2482 | shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
|
---|
2483 |
|
---|
2484 | shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
|
---|
2485 | src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
2486 | }
|
---|
2487 |
|
---|
2488 | if(temp_destination) {
|
---|
2489 | shader_glsl_get_write_mask(&ins->dst[0], mask_char);
|
---|
2490 | shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2491 | shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
|
---|
2492 | }
|
---|
2493 | }
|
---|
2494 |
|
---|
2495 | }
|
---|
2496 |
|
---|
2497 | /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
|
---|
2498 | /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
|
---|
2499 | * the compare is done per component of src0. */
|
---|
2500 | static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
|
---|
2501 | {
|
---|
2502 | struct wined3d_shader_dst_param dst;
|
---|
2503 | glsl_src_param_t src0_param;
|
---|
2504 | glsl_src_param_t src1_param;
|
---|
2505 | glsl_src_param_t src2_param;
|
---|
2506 | DWORD write_mask, cmp_channel = 0;
|
---|
2507 | unsigned int i, j;
|
---|
2508 | DWORD dst_mask;
|
---|
2509 | DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
|
---|
2510 | ins->ctx->reg_maps->shader_version.minor);
|
---|
2511 |
|
---|
2512 | if (shader_version < WINED3D_SHADER_VERSION(1, 4))
|
---|
2513 | {
|
---|
2514 | write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2515 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2516 | shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
---|
2517 | shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
|
---|
2518 |
|
---|
2519 | /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
|
---|
2520 | if (ins->coissue)
|
---|
2521 | {
|
---|
2522 | shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
|
---|
2523 | } else {
|
---|
2524 | shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
|
---|
2525 | src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
2526 | }
|
---|
2527 | return;
|
---|
2528 | }
|
---|
2529 | /* Cycle through all source0 channels */
|
---|
2530 | dst_mask = ins->dst[0].write_mask;
|
---|
2531 | dst = ins->dst[0];
|
---|
2532 | for (i=0; i<4; i++) {
|
---|
2533 | write_mask = 0;
|
---|
2534 | /* Find the destination channels which use the current source0 channel */
|
---|
2535 | for (j=0; j<4; j++) {
|
---|
2536 | if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
|
---|
2537 | {
|
---|
2538 | write_mask |= WINED3DSP_WRITEMASK_0 << j;
|
---|
2539 | cmp_channel = WINED3DSP_WRITEMASK_0 << j;
|
---|
2540 | }
|
---|
2541 | }
|
---|
2542 |
|
---|
2543 | dst.write_mask = dst_mask & write_mask;
|
---|
2544 | write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
|
---|
2545 | if (!write_mask) continue;
|
---|
2546 |
|
---|
2547 | shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
|
---|
2548 | shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
---|
2549 | shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
|
---|
2550 |
|
---|
2551 | shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
|
---|
2552 | src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
2553 | }
|
---|
2554 | }
|
---|
2555 |
|
---|
2556 | /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
|
---|
2557 | static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
|
---|
2558 | {
|
---|
2559 | glsl_src_param_t src0_param;
|
---|
2560 | glsl_src_param_t src1_param;
|
---|
2561 | glsl_src_param_t src2_param;
|
---|
2562 | DWORD write_mask;
|
---|
2563 |
|
---|
2564 | write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2565 | shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
---|
2566 | shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
---|
2567 | shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
|
---|
2568 | shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
|
---|
2569 | src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
2570 | }
|
---|
2571 |
|
---|
2572 | /* Handles transforming all WINED3DSIO_M?x? opcodes for
|
---|
2573 | Vertex shaders to GLSL codes */
|
---|
2574 | static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
|
---|
2575 | {
|
---|
2576 | int i;
|
---|
2577 | int nComponents = 0;
|
---|
2578 | struct wined3d_shader_dst_param tmp_dst = {{0}};
|
---|
2579 | struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
|
---|
2580 | struct wined3d_shader_instruction tmp_ins;
|
---|
2581 |
|
---|
2582 | memset(&tmp_ins, 0, sizeof(tmp_ins));
|
---|
2583 |
|
---|
2584 | /* Set constants for the temporary argument */
|
---|
2585 | tmp_ins.ctx = ins->ctx;
|
---|
2586 | tmp_ins.dst_count = 1;
|
---|
2587 | tmp_ins.dst = &tmp_dst;
|
---|
2588 | tmp_ins.src_count = 2;
|
---|
2589 | tmp_ins.src = tmp_src;
|
---|
2590 |
|
---|
2591 | switch(ins->handler_idx)
|
---|
2592 | {
|
---|
2593 | case WINED3DSIH_M4x4:
|
---|
2594 | nComponents = 4;
|
---|
2595 | tmp_ins.handler_idx = WINED3DSIH_DP4;
|
---|
2596 | break;
|
---|
2597 | case WINED3DSIH_M4x3:
|
---|
2598 | nComponents = 3;
|
---|
2599 | tmp_ins.handler_idx = WINED3DSIH_DP4;
|
---|
2600 | break;
|
---|
2601 | case WINED3DSIH_M3x4:
|
---|
2602 | nComponents = 4;
|
---|
2603 | tmp_ins.handler_idx = WINED3DSIH_DP3;
|
---|
2604 | break;
|
---|
2605 | case WINED3DSIH_M3x3:
|
---|
2606 | nComponents = 3;
|
---|
2607 | tmp_ins.handler_idx = WINED3DSIH_DP3;
|
---|
2608 | break;
|
---|
2609 | case WINED3DSIH_M3x2:
|
---|
2610 | nComponents = 2;
|
---|
2611 | tmp_ins.handler_idx = WINED3DSIH_DP3;
|
---|
2612 | break;
|
---|
2613 | default:
|
---|
2614 | break;
|
---|
2615 | }
|
---|
2616 |
|
---|
2617 | tmp_dst = ins->dst[0];
|
---|
2618 | tmp_src[0] = ins->src[0];
|
---|
2619 | tmp_src[1] = ins->src[1];
|
---|
2620 | for (i = 0; i < nComponents; ++i)
|
---|
2621 | {
|
---|
2622 | tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
|
---|
2623 | shader_glsl_dot(&tmp_ins);
|
---|
2624 | ++tmp_src[1].reg.idx;
|
---|
2625 | }
|
---|
2626 | }
|
---|
2627 |
|
---|
2628 | /**
|
---|
2629 | The LRP instruction performs a component-wise linear interpolation
|
---|
2630 | between the second and third operands using the first operand as the
|
---|
2631 | blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
|
---|
2632 | This is equivalent to mix(src2, src1, src0);
|
---|
2633 | */
|
---|
2634 | static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
|
---|
2635 | {
|
---|
2636 | glsl_src_param_t src0_param;
|
---|
2637 | glsl_src_param_t src1_param;
|
---|
2638 | glsl_src_param_t src2_param;
|
---|
2639 | DWORD write_mask;
|
---|
2640 |
|
---|
2641 | write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2642 |
|
---|
2643 | shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
---|
2644 | shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
---|
2645 | shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
|
---|
2646 |
|
---|
2647 | shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
|
---|
2648 | src2_param.param_str, src1_param.param_str, src0_param.param_str);
|
---|
2649 | }
|
---|
2650 |
|
---|
2651 | /** Process the WINED3DSIO_LIT instruction in GLSL:
|
---|
2652 | * dst.x = dst.w = 1.0
|
---|
2653 | * dst.y = (src0.x > 0) ? src0.x
|
---|
2654 | * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
|
---|
2655 | * where src.w is clamped at +- 128
|
---|
2656 | */
|
---|
2657 | static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
|
---|
2658 | {
|
---|
2659 | glsl_src_param_t src0_param;
|
---|
2660 | glsl_src_param_t src1_param;
|
---|
2661 | glsl_src_param_t src3_param;
|
---|
2662 | char dst_mask[6];
|
---|
2663 |
|
---|
2664 | shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2665 | shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
|
---|
2666 |
|
---|
2667 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2668 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
|
---|
2669 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
|
---|
2670 |
|
---|
2671 | /* The sdk specifies the instruction like this
|
---|
2672 | * dst.x = 1.0;
|
---|
2673 | * if(src.x > 0.0) dst.y = src.x
|
---|
2674 | * else dst.y = 0.0.
|
---|
2675 | * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
|
---|
2676 | * else dst.z = 0.0;
|
---|
2677 | * dst.w = 1.0;
|
---|
2678 | *
|
---|
2679 | * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
|
---|
2680 | * dst.x = 1.0 ... No further explanation needed
|
---|
2681 | * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
|
---|
2682 | * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
|
---|
2683 | * dst.w = 1.0. ... Nothing fancy.
|
---|
2684 | *
|
---|
2685 | * So we still have one conditional in there. So do this:
|
---|
2686 | * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
|
---|
2687 | *
|
---|
2688 | * 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),
|
---|
2689 | * 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.
|
---|
2690 | * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
|
---|
2691 | */
|
---|
2692 | shader_addline(ins->ctx->buffer,
|
---|
2693 | "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",
|
---|
2694 | src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
|
---|
2695 | }
|
---|
2696 |
|
---|
2697 | /** Process the WINED3DSIO_DST instruction in GLSL:
|
---|
2698 | * dst.x = 1.0
|
---|
2699 | * dst.y = src0.x * src0.y
|
---|
2700 | * dst.z = src0.z
|
---|
2701 | * dst.w = src1.w
|
---|
2702 | */
|
---|
2703 | static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
|
---|
2704 | {
|
---|
2705 | glsl_src_param_t src0y_param;
|
---|
2706 | glsl_src_param_t src0z_param;
|
---|
2707 | glsl_src_param_t src1y_param;
|
---|
2708 | glsl_src_param_t src1w_param;
|
---|
2709 | char dst_mask[6];
|
---|
2710 |
|
---|
2711 | shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2712 | shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
|
---|
2713 |
|
---|
2714 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
|
---|
2715 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
|
---|
2716 | shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
|
---|
2717 | shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
|
---|
2718 |
|
---|
2719 | shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
|
---|
2720 | src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
|
---|
2721 | }
|
---|
2722 |
|
---|
2723 | /** Process the WINED3DSIO_SINCOS instruction in GLSL:
|
---|
2724 | * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
|
---|
2725 | * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
|
---|
2726 | *
|
---|
2727 | * dst.x = cos(src0.?)
|
---|
2728 | * dst.y = sin(src0.?)
|
---|
2729 | * dst.z = dst.z
|
---|
2730 | * dst.w = dst.w
|
---|
2731 | */
|
---|
2732 | static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
|
---|
2733 | {
|
---|
2734 | glsl_src_param_t src0_param;
|
---|
2735 | DWORD write_mask;
|
---|
2736 |
|
---|
2737 | write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2738 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2739 |
|
---|
2740 | switch (write_mask) {
|
---|
2741 | case WINED3DSP_WRITEMASK_0:
|
---|
2742 | shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
|
---|
2743 | break;
|
---|
2744 |
|
---|
2745 | case WINED3DSP_WRITEMASK_1:
|
---|
2746 | shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
|
---|
2747 | break;
|
---|
2748 |
|
---|
2749 | case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
|
---|
2750 | shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
|
---|
2751 | break;
|
---|
2752 |
|
---|
2753 | default:
|
---|
2754 | ERR("Write mask should be .x, .y or .xy\n");
|
---|
2755 | break;
|
---|
2756 | }
|
---|
2757 | }
|
---|
2758 |
|
---|
2759 | /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
|
---|
2760 | * here. But those extra parameters require a dedicated function for sgn, since map2gl would
|
---|
2761 | * generate invalid code
|
---|
2762 | */
|
---|
2763 | static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
|
---|
2764 | {
|
---|
2765 | glsl_src_param_t src0_param;
|
---|
2766 | DWORD write_mask;
|
---|
2767 |
|
---|
2768 | write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
2769 | shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
---|
2770 |
|
---|
2771 | shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
|
---|
2772 | }
|
---|
2773 |
|
---|
2774 | /** Process the WINED3DSIO_LOOP instruction in GLSL:
|
---|
2775 | * Start a for() loop where src1.y is the initial value of aL,
|
---|
2776 | * increment aL by src1.z for a total of src1.x iterations.
|
---|
2777 | * Need to use a temporary variable for this operation.
|
---|
2778 | */
|
---|
2779 | /* FIXME: I don't think nested loops will work correctly this way. */
|
---|
2780 | static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
|
---|
2781 | {
|
---|
2782 | glsl_src_param_t src1_param;
|
---|
2783 | IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
---|
2784 | const DWORD *control_values = NULL;
|
---|
2785 | const local_constant *constant;
|
---|
2786 |
|
---|
2787 | shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
|
---|
2788 |
|
---|
2789 | /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
|
---|
2790 | * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
|
---|
2791 | * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
|
---|
2792 | * addressing.
|
---|
2793 | */
|
---|
2794 | if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
|
---|
2795 | {
|
---|
2796 | LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
|
---|
2797 | if (constant->idx == ins->src[1].reg.idx)
|
---|
2798 | {
|
---|
2799 | control_values = constant->value;
|
---|
2800 | break;
|
---|
2801 | }
|
---|
2802 | }
|
---|
2803 | }
|
---|
2804 |
|
---|
2805 | if (control_values)
|
---|
2806 | {
|
---|
2807 | struct wined3d_shader_loop_control loop_control;
|
---|
2808 | loop_control.count = control_values[0];
|
---|
2809 | loop_control.start = control_values[1];
|
---|
2810 | loop_control.step = (int)control_values[2];
|
---|
2811 |
|
---|
2812 | if (loop_control.step > 0)
|
---|
2813 | {
|
---|
2814 | shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
|
---|
2815 | shader->baseShader.cur_loop_depth, loop_control.start,
|
---|
2816 | shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
|
---|
2817 | shader->baseShader.cur_loop_depth, loop_control.step);
|
---|
2818 | }
|
---|
2819 | else if (loop_control.step < 0)
|
---|
2820 | {
|
---|
2821 | shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
|
---|
2822 | shader->baseShader.cur_loop_depth, loop_control.start,
|
---|
2823 | shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
|
---|
2824 | shader->baseShader.cur_loop_depth, loop_control.step);
|
---|
2825 | }
|
---|
2826 | else
|
---|
2827 | {
|
---|
2828 | shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
|
---|
2829 | shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
|
---|
2830 | shader->baseShader.cur_loop_depth, loop_control.count,
|
---|
2831 | shader->baseShader.cur_loop_depth);
|
---|
2832 | }
|
---|
2833 | } else {
|
---|
2834 | shader_addline(ins->ctx->buffer,
|
---|
2835 | "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
|
---|
2836 | shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
|
---|
2837 | src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
|
---|
2838 | shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
|
---|
2839 | }
|
---|
2840 |
|
---|
2841 | shader->baseShader.cur_loop_depth++;
|
---|
2842 | shader->baseShader.cur_loop_regno++;
|
---|
2843 | }
|
---|
2844 |
|
---|
2845 | static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
|
---|
2846 | {
|
---|
2847 | IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
---|
2848 |
|
---|
2849 | shader_addline(ins->ctx->buffer, "}\n");
|
---|
2850 |
|
---|
2851 | if (ins->handler_idx == WINED3DSIH_ENDLOOP)
|
---|
2852 | {
|
---|
2853 | shader->baseShader.cur_loop_depth--;
|
---|
2854 | shader->baseShader.cur_loop_regno--;
|
---|
2855 | }
|
---|
2856 |
|
---|
2857 | if (ins->handler_idx == WINED3DSIH_ENDREP)
|
---|
2858 | {
|
---|
2859 | shader->baseShader.cur_loop_depth--;
|
---|
2860 | }
|
---|
2861 | }
|
---|
2862 |
|
---|
2863 | static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
|
---|
2864 | {
|
---|
2865 | IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
---|
2866 | glsl_src_param_t src0_param;
|
---|
2867 | const DWORD *control_values = NULL;
|
---|
2868 | const local_constant *constant;
|
---|
2869 |
|
---|
2870 | /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
|
---|
2871 | if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
|
---|
2872 | {
|
---|
2873 | LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
|
---|
2874 | {
|
---|
2875 | if (constant->idx == ins->src[0].reg.idx)
|
---|
2876 | {
|
---|
2877 | control_values = constant->value;
|
---|
2878 | break;
|
---|
2879 | }
|
---|
2880 | }
|
---|
2881 | }
|
---|
2882 |
|
---|
2883 | if(control_values) {
|
---|
2884 | shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
|
---|
2885 | shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
|
---|
2886 | control_values[0], shader->baseShader.cur_loop_depth);
|
---|
2887 | } else {
|
---|
2888 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2889 | shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
|
---|
2890 | shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
|
---|
2891 | src0_param.param_str, shader->baseShader.cur_loop_depth);
|
---|
2892 | }
|
---|
2893 | shader->baseShader.cur_loop_depth++;
|
---|
2894 | }
|
---|
2895 |
|
---|
2896 | static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
|
---|
2897 | {
|
---|
2898 | glsl_src_param_t src0_param;
|
---|
2899 |
|
---|
2900 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2901 | shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
|
---|
2902 | }
|
---|
2903 |
|
---|
2904 | static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
|
---|
2905 | {
|
---|
2906 | glsl_src_param_t src0_param;
|
---|
2907 | glsl_src_param_t src1_param;
|
---|
2908 |
|
---|
2909 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2910 | shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
|
---|
2911 |
|
---|
2912 | shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
|
---|
2913 | src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
|
---|
2914 | }
|
---|
2915 |
|
---|
2916 | static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
|
---|
2917 | {
|
---|
2918 | shader_addline(ins->ctx->buffer, "} else {\n");
|
---|
2919 | }
|
---|
2920 |
|
---|
2921 | static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
|
---|
2922 | {
|
---|
2923 | shader_addline(ins->ctx->buffer, "break;\n");
|
---|
2924 | }
|
---|
2925 |
|
---|
2926 | /* FIXME: According to MSDN the compare is done per component. */
|
---|
2927 | static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
|
---|
2928 | {
|
---|
2929 | glsl_src_param_t src0_param;
|
---|
2930 | glsl_src_param_t src1_param;
|
---|
2931 |
|
---|
2932 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
---|
2933 | shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
|
---|
2934 |
|
---|
2935 | shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
|
---|
2936 | src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
|
---|
2937 | }
|
---|
2938 |
|
---|
2939 | static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
|
---|
2940 | {
|
---|
2941 | shader_addline(ins->ctx->buffer, "}\n");
|
---|
2942 | shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
|
---|
2943 | }
|
---|
2944 |
|
---|
2945 | static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
|
---|
2946 | {
|
---|
2947 | shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
|
---|
2948 | }
|
---|
2949 |
|
---|
2950 | static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
|
---|
2951 | {
|
---|
2952 | glsl_src_param_t src1_param;
|
---|
2953 |
|
---|
2954 | shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
|
---|
2955 | shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
|
---|
2956 | }
|
---|
2957 |
|
---|
2958 | static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
|
---|
2959 | {
|
---|
2960 | /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
|
---|
2961 | * function only suppresses the unhandled instruction warning
|
---|
2962 | */
|
---|
2963 | }
|
---|
2964 |
|
---|
2965 | /*********************************************
|
---|
2966 | * Pixel Shader Specific Code begins here
|
---|
2967 | ********************************************/
|
---|
2968 | static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
|
---|
2969 | {
|
---|
2970 | IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
---|
2971 | IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
|
---|
2972 | DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
|
---|
2973 | ins->ctx->reg_maps->shader_version.minor);
|
---|
2974 | const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
---|
2975 | glsl_sample_function_t sample_function;
|
---|
2976 | DWORD sample_flags = 0;
|
---|
2977 | WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
|
---|
2978 | DWORD sampler_idx;
|
---|
2979 | DWORD mask = 0, swizzle;
|
---|
2980 |
|
---|
2981 | /* 1.0-1.4: Use destination register as sampler source.
|
---|
2982 | * 2.0+: Use provided sampler source. */
|
---|
2983 | if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
|
---|
2984 | else sampler_idx = ins->src[1].reg.idx;
|
---|
2985 | sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
---|
2986 |
|
---|
2987 | if (shader_version < WINED3D_SHADER_VERSION(1,4))
|
---|
2988 | {
|
---|
2989 | DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
|
---|
2990 |
|
---|
2991 | /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
|
---|
2992 | if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
|
---|
2993 | sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
|
---|
2994 | switch (flags & ~WINED3DTTFF_PROJECTED) {
|
---|
2995 | case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
|
---|
2996 | case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
|
---|
2997 | case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
|
---|
2998 | case WINED3DTTFF_COUNT4:
|
---|
2999 | case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
|
---|
3000 | }
|
---|
3001 | }
|
---|
3002 | }
|
---|
3003 | else if (shader_version < WINED3D_SHADER_VERSION(2,0))
|
---|
3004 | {
|
---|
3005 | DWORD src_mod = ins->src[0].modifiers;
|
---|
3006 |
|
---|
3007 | if (src_mod == WINED3DSPSM_DZ) {
|
---|
3008 | sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
|
---|
3009 | mask = WINED3DSP_WRITEMASK_2;
|
---|
3010 | } else if (src_mod == WINED3DSPSM_DW) {
|
---|
3011 | sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
|
---|
3012 | mask = WINED3DSP_WRITEMASK_3;
|
---|
3013 | }
|
---|
3014 | } else {
|
---|
3015 | if (ins->flags & WINED3DSI_TEXLD_PROJECT)
|
---|
3016 | {
|
---|
3017 | /* ps 2.0 texldp instruction always divides by the fourth component. */
|
---|
3018 | sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
|
---|
3019 | mask = WINED3DSP_WRITEMASK_3;
|
---|
3020 | }
|
---|
3021 | }
|
---|
3022 |
|
---|
3023 | if(deviceImpl->stateBlock->textures[sampler_idx] &&
|
---|
3024 | IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
|
---|
3025 | sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
|
---|
3026 | }
|
---|
3027 |
|
---|
3028 | shader_glsl_get_sample_function(gl_info, sampler_type, sample_flags, &sample_function);
|
---|
3029 | mask |= sample_function.coord_mask;
|
---|
3030 |
|
---|
3031 | if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
|
---|
3032 | else swizzle = ins->src[1].swizzle;
|
---|
3033 |
|
---|
3034 | /* 1.0-1.3: Use destination register as coordinate source.
|
---|
3035 | 1.4+: Use provided coordinate source register. */
|
---|
3036 | if (shader_version < WINED3D_SHADER_VERSION(1,4))
|
---|
3037 | {
|
---|
3038 | char coord_mask[6];
|
---|
3039 | shader_glsl_write_mask_to_str(mask, coord_mask);
|
---|
3040 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
|
---|
3041 | "T%u%s", sampler_idx, coord_mask);
|
---|
3042 | } else {
|
---|
3043 | glsl_src_param_t coord_param;
|
---|
3044 | shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
|
---|
3045 | if (ins->flags & WINED3DSI_TEXLD_BIAS)
|
---|
3046 | {
|
---|
3047 | glsl_src_param_t bias;
|
---|
3048 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
|
---|
3049 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
|
---|
3050 | "%s", coord_param.param_str);
|
---|
3051 | } else {
|
---|
3052 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
|
---|
3053 | "%s", coord_param.param_str);
|
---|
3054 | }
|
---|
3055 | }
|
---|
3056 | }
|
---|
3057 |
|
---|
3058 | static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
|
---|
3059 | {
|
---|
3060 | IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
---|
3061 | IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
---|
3062 | const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
---|
3063 | glsl_sample_function_t sample_function;
|
---|
3064 | glsl_src_param_t coord_param, dx_param, dy_param;
|
---|
3065 | DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
|
---|
3066 | DWORD sampler_type;
|
---|
3067 | DWORD sampler_idx;
|
---|
3068 | DWORD swizzle = ins->src[1].swizzle;
|
---|
3069 |
|
---|
3070 | if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
|
---|
3071 | {
|
---|
3072 | FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
|
---|
3073 | return shader_glsl_tex(ins);
|
---|
3074 | }
|
---|
3075 |
|
---|
3076 | sampler_idx = ins->src[1].reg.idx;
|
---|
3077 | sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
---|
3078 | if(deviceImpl->stateBlock->textures[sampler_idx] &&
|
---|
3079 | IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
|
---|
3080 | sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
|
---|
3081 | }
|
---|
3082 |
|
---|
3083 | shader_glsl_get_sample_function(gl_info, sampler_type, sample_flags, &sample_function);
|
---|
3084 | shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
|
---|
3085 | shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
|
---|
3086 | shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
|
---|
3087 |
|
---|
3088 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
|
---|
3089 | "%s", coord_param.param_str);
|
---|
3090 | }
|
---|
3091 |
|
---|
3092 | static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
|
---|
3093 | {
|
---|
3094 | IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
---|
3095 | IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
---|
3096 | const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
---|
3097 | glsl_sample_function_t sample_function;
|
---|
3098 | glsl_src_param_t coord_param, lod_param;
|
---|
3099 | DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
|
---|
3100 | DWORD sampler_type;
|
---|
3101 | DWORD sampler_idx;
|
---|
3102 | DWORD swizzle = ins->src[1].swizzle;
|
---|
3103 |
|
---|
3104 | sampler_idx = ins->src[1].reg.idx;
|
---|
3105 | sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
---|
3106 | if(deviceImpl->stateBlock->textures[sampler_idx] &&
|
---|
3107 | IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
|
---|
3108 | sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
|
---|
3109 | }
|
---|
3110 | shader_glsl_get_sample_function(gl_info, sampler_type, sample_flags, &sample_function);
|
---|
3111 | shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
|
---|
3112 |
|
---|
3113 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
|
---|
3114 |
|
---|
3115 | if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
|
---|
3116 | && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
|
---|
3117 | {
|
---|
3118 | /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
|
---|
3119 | * However, they seem to work just fine in fragment shaders as well. */
|
---|
3120 | WARN("Using %s in fragment shader.\n", sample_function.name);
|
---|
3121 | }
|
---|
3122 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
|
---|
3123 | "%s", coord_param.param_str);
|
---|
3124 | }
|
---|
3125 |
|
---|
3126 | static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
|
---|
3127 | {
|
---|
3128 | /* FIXME: Make this work for more than just 2D textures */
|
---|
3129 | struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
|
---|
3130 | DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
3131 |
|
---|
3132 | if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
|
---|
3133 | {
|
---|
3134 | char dst_mask[6];
|
---|
3135 |
|
---|
3136 | shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
|
---|
3137 | shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
|
---|
3138 | ins->dst[0].reg.idx, dst_mask);
|
---|
3139 | } else {
|
---|
3140 | DWORD reg = ins->src[0].reg.idx;
|
---|
3141 | DWORD src_mod = ins->src[0].modifiers;
|
---|
3142 | char dst_swizzle[6];
|
---|
3143 |
|
---|
3144 | shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
|
---|
3145 |
|
---|
3146 | if (src_mod == WINED3DSPSM_DZ) {
|
---|
3147 | glsl_src_param_t div_param;
|
---|
3148 | unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
3149 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
|
---|
3150 |
|
---|
3151 | if (mask_size > 1) {
|
---|
3152 | shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
|
---|
3153 | } else {
|
---|
3154 | shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
|
---|
3155 | }
|
---|
3156 | } else if (src_mod == WINED3DSPSM_DW) {
|
---|
3157 | glsl_src_param_t div_param;
|
---|
3158 | unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
3159 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
|
---|
3160 |
|
---|
3161 | if (mask_size > 1) {
|
---|
3162 | shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
|
---|
3163 | } else {
|
---|
3164 | shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
|
---|
3165 | }
|
---|
3166 | } else {
|
---|
3167 | shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
|
---|
3168 | }
|
---|
3169 | }
|
---|
3170 | }
|
---|
3171 |
|
---|
3172 | /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
|
---|
3173 | * Take a 3-component dot product of the TexCoord[dstreg] and src,
|
---|
3174 | * then perform a 1D texture lookup from stage dstregnum, place into dst. */
|
---|
3175 | static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
|
---|
3176 | {
|
---|
3177 | const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
---|
3178 | glsl_src_param_t src0_param;
|
---|
3179 | glsl_sample_function_t sample_function;
|
---|
3180 | DWORD sampler_idx = ins->dst[0].reg.idx;
|
---|
3181 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
3182 | WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
---|
3183 | UINT mask_size;
|
---|
3184 |
|
---|
3185 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
3186 |
|
---|
3187 | /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
|
---|
3188 | * scalar, and projected sampling would require 4.
|
---|
3189 | *
|
---|
3190 | * It is a dependent read - not valid with conditional NP2 textures
|
---|
3191 | */
|
---|
3192 | shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
|
---|
3193 | mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
|
---|
3194 |
|
---|
3195 | switch(mask_size)
|
---|
3196 | {
|
---|
3197 | case 1:
|
---|
3198 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
|
---|
3199 | "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
|
---|
3200 | break;
|
---|
3201 |
|
---|
3202 | case 2:
|
---|
3203 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
|
---|
3204 | "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
|
---|
3205 | break;
|
---|
3206 |
|
---|
3207 | case 3:
|
---|
3208 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
|
---|
3209 | "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
|
---|
3210 | break;
|
---|
3211 |
|
---|
3212 | default:
|
---|
3213 | FIXME("Unexpected mask size %u\n", mask_size);
|
---|
3214 | break;
|
---|
3215 | }
|
---|
3216 | }
|
---|
3217 |
|
---|
3218 | /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
|
---|
3219 | * Take a 3-component dot product of the TexCoord[dstreg] and src. */
|
---|
3220 | static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
|
---|
3221 | {
|
---|
3222 | glsl_src_param_t src0_param;
|
---|
3223 | DWORD dstreg = ins->dst[0].reg.idx;
|
---|
3224 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
3225 | DWORD dst_mask;
|
---|
3226 | unsigned int mask_size;
|
---|
3227 |
|
---|
3228 | dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
3229 | mask_size = shader_glsl_get_write_mask_size(dst_mask);
|
---|
3230 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
3231 |
|
---|
3232 | if (mask_size > 1) {
|
---|
3233 | shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
|
---|
3234 | } else {
|
---|
3235 | shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
|
---|
3236 | }
|
---|
3237 | }
|
---|
3238 |
|
---|
3239 | /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
|
---|
3240 | * Calculate the depth as dst.x / dst.y */
|
---|
3241 | static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
|
---|
3242 | {
|
---|
3243 | glsl_dst_param_t dst_param;
|
---|
3244 |
|
---|
3245 | shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
|
---|
3246 |
|
---|
3247 | /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
|
---|
3248 | * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
|
---|
3249 | * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
|
---|
3250 | * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
|
---|
3251 | * >= 1.0 or < 0.0
|
---|
3252 | */
|
---|
3253 | shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
|
---|
3254 | dst_param.reg_name, dst_param.reg_name);
|
---|
3255 | }
|
---|
3256 |
|
---|
3257 | /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
|
---|
3258 | * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
|
---|
3259 | * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
|
---|
3260 | * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
|
---|
3261 | */
|
---|
3262 | static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
|
---|
3263 | {
|
---|
3264 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
3265 | DWORD dstreg = ins->dst[0].reg.idx;
|
---|
3266 | glsl_src_param_t src0_param;
|
---|
3267 |
|
---|
3268 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
3269 |
|
---|
3270 | shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
|
---|
3271 | shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
|
---|
3272 | }
|
---|
3273 |
|
---|
3274 | /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
|
---|
3275 | * Calculate the 1st of a 2-row matrix multiplication. */
|
---|
3276 | static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
|
---|
3277 | {
|
---|
3278 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
3279 | DWORD reg = ins->dst[0].reg.idx;
|
---|
3280 | struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
|
---|
3281 | glsl_src_param_t src0_param;
|
---|
3282 |
|
---|
3283 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
3284 | shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
---|
3285 | }
|
---|
3286 |
|
---|
3287 | /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
|
---|
3288 | * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
|
---|
3289 | static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
|
---|
3290 | {
|
---|
3291 | IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
---|
3292 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
3293 | DWORD reg = ins->dst[0].reg.idx;
|
---|
3294 | struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
|
---|
3295 | SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
|
---|
3296 | glsl_src_param_t src0_param;
|
---|
3297 |
|
---|
3298 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
3299 | shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
|
---|
3300 | current_state->texcoord_w[current_state->current_row++] = reg;
|
---|
3301 | }
|
---|
3302 |
|
---|
3303 | static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
|
---|
3304 | {
|
---|
3305 | const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
---|
3306 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
3307 | DWORD reg = ins->dst[0].reg.idx;
|
---|
3308 | struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
|
---|
3309 | glsl_src_param_t src0_param;
|
---|
3310 | WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
|
---|
3311 | glsl_sample_function_t sample_function;
|
---|
3312 |
|
---|
3313 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
3314 | shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
---|
3315 |
|
---|
3316 | shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
|
---|
3317 |
|
---|
3318 | /* Sample the texture using the calculated coordinates */
|
---|
3319 | shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
|
---|
3320 | }
|
---|
3321 |
|
---|
3322 | /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
|
---|
3323 | * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
|
---|
3324 | static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
|
---|
3325 | {
|
---|
3326 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
3327 | IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
---|
3328 | SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
|
---|
3329 | const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
---|
3330 | glsl_src_param_t src0_param;
|
---|
3331 | DWORD reg = ins->dst[0].reg.idx;
|
---|
3332 | WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
|
---|
3333 | glsl_sample_function_t sample_function;
|
---|
3334 |
|
---|
3335 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
3336 | shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
---|
3337 |
|
---|
3338 | /* Dependent read, not valid with conditional NP2 */
|
---|
3339 | shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
|
---|
3340 |
|
---|
3341 | /* Sample the texture using the calculated coordinates */
|
---|
3342 | shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
|
---|
3343 |
|
---|
3344 | current_state->current_row = 0;
|
---|
3345 | }
|
---|
3346 |
|
---|
3347 | /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
|
---|
3348 | * Perform the 3rd row of a 3x3 matrix multiply */
|
---|
3349 | static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
|
---|
3350 | {
|
---|
3351 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
3352 | IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
---|
3353 | SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
|
---|
3354 | glsl_src_param_t src0_param;
|
---|
3355 | char dst_mask[6];
|
---|
3356 | DWORD reg = ins->dst[0].reg.idx;
|
---|
3357 |
|
---|
3358 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
3359 |
|
---|
3360 | shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
3361 | shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
|
---|
3362 | shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
|
---|
3363 |
|
---|
3364 | current_state->current_row = 0;
|
---|
3365 | }
|
---|
3366 |
|
---|
3367 | /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
|
---|
3368 | * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
|
---|
3369 | static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
|
---|
3370 | {
|
---|
3371 | IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
---|
3372 | const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
---|
3373 | DWORD reg = ins->dst[0].reg.idx;
|
---|
3374 | glsl_src_param_t src0_param;
|
---|
3375 | glsl_src_param_t src1_param;
|
---|
3376 | struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
|
---|
3377 | SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
|
---|
3378 | WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
|
---|
3379 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
3380 | glsl_sample_function_t sample_function;
|
---|
3381 |
|
---|
3382 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
3383 | shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
|
---|
3384 |
|
---|
3385 | /* Perform the last matrix multiply operation */
|
---|
3386 | shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
---|
3387 | /* Reflection calculation */
|
---|
3388 | shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
|
---|
3389 |
|
---|
3390 | /* Dependent read, not valid with conditional NP2 */
|
---|
3391 | shader_glsl_get_sample_function(gl_info, stype, 0, &sample_function);
|
---|
3392 |
|
---|
3393 | /* Sample the texture */
|
---|
3394 | shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
|
---|
3395 |
|
---|
3396 | current_state->current_row = 0;
|
---|
3397 | }
|
---|
3398 |
|
---|
3399 | /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
|
---|
3400 | * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
|
---|
3401 | static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
|
---|
3402 | {
|
---|
3403 | IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
---|
3404 | const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
---|
3405 | DWORD reg = ins->dst[0].reg.idx;
|
---|
3406 | struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
|
---|
3407 | SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
|
---|
3408 | glsl_src_param_t src0_param;
|
---|
3409 | DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
---|
3410 | WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
|
---|
3411 | glsl_sample_function_t sample_function;
|
---|
3412 |
|
---|
3413 | shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
---|
3414 |
|
---|
3415 | /* Perform the last matrix multiply operation */
|
---|
3416 | shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
|
---|
3417 |
|
---|
3418 | /* Construct the eye-ray vector from w coordinates */
|
---|
3419 | shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
|
---|
3420 | current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
|
---|
3421 | shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
|
---|
3422 |
|
---|
3423 | /* Dependent read, not valid with conditional NP2 */
|
---|
3424 | shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
|
---|
3425 |
|
---|
3426 | /* Sample the texture using the calculated coordinates */
|
---|
3427 | shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
|
---|
3428 |
|
---|
3429 | current_state->current_row = 0;
|
---|
3430 | }
|
---|
3431 |
|
---|
3432 | /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
|
---|
3433 | * Apply a fake bump map transform.
|
---|
3434 | * texbem is pshader <= 1.3 only, this saves a few version checks
|
---|
3435 | */
|
---|
3436 | static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
|
---|
3437 | {
|
---|
3438 | IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
|
---|
3439 | IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
|
---|
3440 | const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
---|
3441 | glsl_sample_function_t sample_function;
|
---|
3442 | glsl_src_param_t coord_param;
|
---|
3443 | WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
|
---|
3444 | DWORD sampler_idx;
|
---|
3445 | DWORD mask;
|
---|
3446 | DWORD flags;
|
---|
3447 | char coord_mask[6];
|
---|
3448 |
|
---|
3449 | sampler_idx = ins->dst[0].reg.idx;
|
---|
3450 | flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
|
---|
3451 |
|
---|
3452 | sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
---|
3453 | /* Dependent read, not valid with conditional NP2 */
|
---|
3454 | shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
|
---|
3455 | mask = sample_function.coord_mask;
|
---|
3456 |
|
---|
3457 | shader_glsl_write_mask_to_str(mask, coord_mask);
|
---|
3458 |
|
---|
3459 | /* with projective textures, texbem only divides the static texture coord, not the displacement,
|
---|
3460 | * so we can't let the GL handle this.
|
---|
3461 | */
|
---|
3462 | if (flags & WINED3DTTFF_PROJECTED) {
|
---|
3463 | DWORD div_mask=0;
|
---|
3464 | char coord_div_mask[3];
|
---|
3465 | switch (flags & ~WINED3DTTFF_PROJECTED) {
|
---|
3466 | case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
|
---|
3467 | case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
|
---|
3468 | case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
|
---|
3469 | case WINED3DTTFF_COUNT4:
|
---|
3470 | case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
|
---|
3471 | }
|
---|
3472 | shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
|
---|
3473 | shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
|
---|
3474 | }
|
---|
3475 |
|
---|
3476 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
|
---|
3477 |
|
---|
3478 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
|
---|
3479 | "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
|
---|
3480 | coord_param.param_str, coord_mask);
|
---|
3481 |
|
---|
3482 | if (ins->handler_idx == WINED3DSIH_TEXBEML)
|
---|
3483 | {
|
---|
3484 | glsl_src_param_t luminance_param;
|
---|
3485 | glsl_dst_param_t dst_param;
|
---|
3486 |
|
---|
3487 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
|
---|
3488 | shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
|
---|
3489 |
|
---|
3490 | shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
|
---|
3491 | dst_param.reg_name, dst_param.mask_str,
|
---|
3492 | luminance_param.param_str, sampler_idx, sampler_idx);
|
---|
3493 | }
|
---|
3494 | }
|
---|
3495 |
|
---|
3496 | static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
|
---|
3497 | {
|
---|
3498 | glsl_src_param_t src0_param, src1_param;
|
---|
3499 | DWORD sampler_idx = ins->dst[0].reg.idx;
|
---|
3500 |
|
---|
3501 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
|
---|
3502 | shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
|
---|
3503 |
|
---|
3504 | shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
3505 | shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
|
---|
3506 | src0_param.param_str, sampler_idx, src1_param.param_str);
|
---|
3507 | }
|
---|
3508 |
|
---|
3509 | /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
|
---|
3510 | * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
|
---|
3511 | static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
|
---|
3512 | {
|
---|
3513 | const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
---|
3514 | glsl_src_param_t src0_param;
|
---|
3515 | DWORD sampler_idx = ins->dst[0].reg.idx;
|
---|
3516 | WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
---|
3517 | glsl_sample_function_t sample_function;
|
---|
3518 |
|
---|
3519 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
|
---|
3520 |
|
---|
3521 | shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
|
---|
3522 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
|
---|
3523 | "%s.wx", src0_param.reg_name);
|
---|
3524 | }
|
---|
3525 |
|
---|
3526 | /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
|
---|
3527 | * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
|
---|
3528 | static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
|
---|
3529 | {
|
---|
3530 | const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
---|
3531 | glsl_src_param_t src0_param;
|
---|
3532 | DWORD sampler_idx = ins->dst[0].reg.idx;
|
---|
3533 | WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
---|
3534 | glsl_sample_function_t sample_function;
|
---|
3535 |
|
---|
3536 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
|
---|
3537 |
|
---|
3538 | shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
|
---|
3539 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
|
---|
3540 | "%s.yz", src0_param.reg_name);
|
---|
3541 | }
|
---|
3542 |
|
---|
3543 | /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
|
---|
3544 | * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
|
---|
3545 | static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
|
---|
3546 | {
|
---|
3547 | const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
---|
3548 | glsl_src_param_t src0_param;
|
---|
3549 | DWORD sampler_idx = ins->dst[0].reg.idx;
|
---|
3550 | WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
---|
3551 | glsl_sample_function_t sample_function;
|
---|
3552 |
|
---|
3553 | /* Dependent read, not valid with conditional NP2 */
|
---|
3554 | shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
|
---|
3555 | shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
|
---|
3556 |
|
---|
3557 | shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
|
---|
3558 | "%s", src0_param.param_str);
|
---|
3559 | }
|
---|
3560 |
|
---|
3561 | /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
|
---|
3562 | * If any of the first 3 components are < 0, discard this pixel */
|
---|
3563 | static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
|
---|
3564 | {
|
---|
3565 | glsl_dst_param_t dst_param;
|
---|
3566 |
|
---|
3567 | /* The argument is a destination parameter, and no writemasks are allowed */
|
---|
3568 | shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
|
---|
3569 | if (ins->ctx->reg_maps->shader_version.major >= 2)
|
---|
3570 | {
|
---|
3571 | /* 2.0 shaders compare all 4 components in texkill */
|
---|
3572 | shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
|
---|
3573 | } else {
|
---|
3574 | /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
|
---|
3575 | * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
|
---|
3576 | * 4 components are defined, only the first 3 are used
|
---|
3577 | */
|
---|
3578 | shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
|
---|
3579 | }
|
---|
3580 | }
|
---|
3581 |
|
---|
3582 | /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
|
---|
3583 | * dst = dot2(src0, src1) + src2 */
|
---|
3584 | static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
|
---|
3585 | {
|
---|
3586 | glsl_src_param_t src0_param;
|
---|
3587 | glsl_src_param_t src1_param;
|
---|
3588 | glsl_src_param_t src2_param;
|
---|
3589 | DWORD write_mask;
|
---|
3590 | unsigned int mask_size;
|
---|
3591 |
|
---|
3592 | write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
---|
3593 | mask_size = shader_glsl_get_write_mask_size(write_mask);
|
---|
3594 |
|
---|
3595 | shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
|
---|
3596 | shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
|
---|
3597 | shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
|
---|
3598 |
|
---|
3599 | if (mask_size > 1) {
|
---|
3600 | shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
|
---|
3601 | mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
3602 | } else {
|
---|
3603 | shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
|
---|
3604 | src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
---|
3605 | }
|
---|
3606 | }
|
---|
3607 |
|
---|
3608 | static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
|
---|
3609 | const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
|
---|
3610 | enum vertexprocessing_mode vertexprocessing)
|
---|
3611 | {
|
---|
3612 | unsigned int i;
|
---|
3613 | IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
|
---|
3614 | WORD map = reg_maps->input_registers;
|
---|
3615 |
|
---|
3616 | for (i = 0; map; map >>= 1, ++i)
|
---|
3617 | {
|
---|
3618 | const char *semantic_name;
|
---|
3619 | UINT semantic_idx;
|
---|
3620 | char reg_mask[6];
|
---|
3621 |
|
---|
3622 | /* Unused */
|
---|
3623 | if (!(map & 1)) continue;
|
---|
3624 |
|
---|
3625 | semantic_name = input_signature[i].semantic_name;
|
---|
3626 | semantic_idx = input_signature[i].semantic_idx;
|
---|
3627 | shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
|
---|
3628 |
|
---|
3629 | if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
|
---|
3630 | {
|
---|
3631 | if (semantic_idx < 8 && vertexprocessing == pretransformed)
|
---|
3632 | shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
|
---|
3633 | This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
|
---|
3634 | else
|
---|
3635 | shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
3636 | This->input_reg_map[i], reg_mask, reg_mask);
|
---|
3637 | }
|
---|
3638 | else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
|
---|
3639 | {
|
---|
3640 | if (semantic_idx == 0)
|
---|
3641 | shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
|
---|
3642 | This->input_reg_map[i], reg_mask, reg_mask);
|
---|
3643 | else if (semantic_idx == 1)
|
---|
3644 | shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
|
---|
3645 | This->input_reg_map[i], reg_mask, reg_mask);
|
---|
3646 | else
|
---|
3647 | shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
3648 | This->input_reg_map[i], reg_mask, reg_mask);
|
---|
3649 | }
|
---|
3650 | else
|
---|
3651 | {
|
---|
3652 | shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
3653 | This->input_reg_map[i], reg_mask, reg_mask);
|
---|
3654 | }
|
---|
3655 | }
|
---|
3656 | }
|
---|
3657 |
|
---|
3658 | /*********************************************
|
---|
3659 | * Vertex Shader Specific Code begins here
|
---|
3660 | ********************************************/
|
---|
3661 |
|
---|
3662 | static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
|
---|
3663 | glsl_program_key_t key;
|
---|
3664 |
|
---|
3665 | key.vshader = entry->vshader;
|
---|
3666 | key.pshader = entry->pshader;
|
---|
3667 | key.vs_args = entry->vs_args;
|
---|
3668 | key.ps_args = entry->ps_args;
|
---|
3669 |
|
---|
3670 | if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
|
---|
3671 | {
|
---|
3672 | ERR("Failed to insert program entry.\n");
|
---|
3673 | }
|
---|
3674 | }
|
---|
3675 |
|
---|
3676 | static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
|
---|
3677 | IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
|
---|
3678 | struct ps_compile_args *ps_args) {
|
---|
3679 | struct wine_rb_entry *entry;
|
---|
3680 | glsl_program_key_t key;
|
---|
3681 |
|
---|
3682 | key.vshader = vshader;
|
---|
3683 | key.pshader = pshader;
|
---|
3684 | key.vs_args = *vs_args;
|
---|
3685 | key.ps_args = *ps_args;
|
---|
3686 |
|
---|
3687 | entry = wine_rb_get(&priv->program_lookup, &key);
|
---|
3688 | return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
|
---|
3689 | }
|
---|
3690 |
|
---|
3691 | /* GL locking is done by the caller */
|
---|
3692 | static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
|
---|
3693 | struct glsl_shader_prog_link *entry)
|
---|
3694 | {
|
---|
3695 | glsl_program_key_t key;
|
---|
3696 |
|
---|
3697 | key.vshader = entry->vshader;
|
---|
3698 | key.pshader = entry->pshader;
|
---|
3699 | key.vs_args = entry->vs_args;
|
---|
3700 | key.ps_args = entry->ps_args;
|
---|
3701 | wine_rb_remove(&priv->program_lookup, &key);
|
---|
3702 |
|
---|
3703 | GL_EXTCALL(glDeleteObjectARB(entry->programId));
|
---|
3704 | if (entry->vshader) list_remove(&entry->vshader_entry);
|
---|
3705 | if (entry->pshader) list_remove(&entry->pshader_entry);
|
---|
3706 | HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
|
---|
3707 | HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
|
---|
3708 | HeapFree(GetProcessHeap(), 0, entry);
|
---|
3709 | }
|
---|
3710 |
|
---|
3711 | static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map,
|
---|
3712 | const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
|
---|
3713 | const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
|
---|
3714 | {
|
---|
3715 | unsigned int i, j;
|
---|
3716 | const char *semantic_name_in, *semantic_name_out;
|
---|
3717 | UINT semantic_idx_in, semantic_idx_out;
|
---|
3718 | DWORD *set;
|
---|
3719 | DWORD in_idx;
|
---|
3720 | unsigned int in_count = vec4_varyings(3, gl_info);
|
---|
3721 | char reg_mask[6], reg_mask_out[6];
|
---|
3722 | char destination[50];
|
---|
3723 | WORD input_map, output_map;
|
---|
3724 |
|
---|
3725 | set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
|
---|
3726 |
|
---|
3727 | if (!output_signature)
|
---|
3728 | {
|
---|
3729 | /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
|
---|
3730 | shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
|
---|
3731 | shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
|
---|
3732 | }
|
---|
3733 |
|
---|
3734 | input_map = reg_maps_in->input_registers;
|
---|
3735 | for (i = 0; input_map; input_map >>= 1, ++i)
|
---|
3736 | {
|
---|
3737 | if (!(input_map & 1)) continue;
|
---|
3738 |
|
---|
3739 | in_idx = map[i];
|
---|
3740 | if (in_idx >= (in_count + 2)) {
|
---|
3741 | FIXME("More input varyings declared than supported, expect issues\n");
|
---|
3742 | continue;
|
---|
3743 | }
|
---|
3744 | else if (map[i] == ~0U)
|
---|
3745 | {
|
---|
3746 | /* Declared, but not read register */
|
---|
3747 | continue;
|
---|
3748 | }
|
---|
3749 |
|
---|
3750 | if (in_idx == in_count) {
|
---|
3751 | sprintf(destination, "gl_FrontColor");
|
---|
3752 | } else if (in_idx == in_count + 1) {
|
---|
3753 | sprintf(destination, "gl_FrontSecondaryColor");
|
---|
3754 | } else {
|
---|
3755 | sprintf(destination, "IN[%u]", in_idx);
|
---|
3756 | }
|
---|
3757 |
|
---|
3758 | semantic_name_in = input_signature[i].semantic_name;
|
---|
3759 | semantic_idx_in = input_signature[i].semantic_idx;
|
---|
3760 | set[map[i]] = input_signature[i].mask;
|
---|
3761 | shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
|
---|
3762 |
|
---|
3763 | if (!output_signature)
|
---|
3764 | {
|
---|
3765 | if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
|
---|
3766 | {
|
---|
3767 | if (semantic_idx_in == 0)
|
---|
3768 | shader_addline(buffer, "%s%s = front_color%s;\n",
|
---|
3769 | destination, reg_mask, reg_mask);
|
---|
3770 | else if (semantic_idx_in == 1)
|
---|
3771 | shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
|
---|
3772 | destination, reg_mask, reg_mask);
|
---|
3773 | else
|
---|
3774 | shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
3775 | destination, reg_mask, reg_mask);
|
---|
3776 | }
|
---|
3777 | else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_TEXCOORD))
|
---|
3778 | {
|
---|
3779 | if (semantic_idx_in < 8)
|
---|
3780 | {
|
---|
3781 | shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
|
---|
3782 | destination, reg_mask, semantic_idx_in, reg_mask);
|
---|
3783 | }
|
---|
3784 | else
|
---|
3785 | {
|
---|
3786 | shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
3787 | destination, reg_mask, reg_mask);
|
---|
3788 | }
|
---|
3789 | }
|
---|
3790 | else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_FOG))
|
---|
3791 | {
|
---|
3792 | shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
|
---|
3793 | destination, reg_mask, reg_mask);
|
---|
3794 | }
|
---|
3795 | else
|
---|
3796 | {
|
---|
3797 | shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
3798 | destination, reg_mask, reg_mask);
|
---|
3799 | }
|
---|
3800 | } else {
|
---|
3801 | BOOL found = FALSE;
|
---|
3802 |
|
---|
3803 | output_map = reg_maps_out->output_registers;
|
---|
3804 | for (j = 0; output_map; output_map >>= 1, ++j)
|
---|
3805 | {
|
---|
3806 | if (!(output_map & 1)) continue;
|
---|
3807 |
|
---|
3808 | semantic_name_out = output_signature[j].semantic_name;
|
---|
3809 | semantic_idx_out = output_signature[j].semantic_idx;
|
---|
3810 | shader_glsl_write_mask_to_str(output_signature[j].mask, reg_mask_out);
|
---|
3811 |
|
---|
3812 | if (semantic_idx_in == semantic_idx_out
|
---|
3813 | && !strcmp(semantic_name_in, semantic_name_out))
|
---|
3814 | {
|
---|
3815 | shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
|
---|
3816 | destination, reg_mask, j, reg_mask);
|
---|
3817 | found = TRUE;
|
---|
3818 | }
|
---|
3819 | }
|
---|
3820 | if(!found) {
|
---|
3821 | shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
---|
3822 | destination, reg_mask, reg_mask);
|
---|
3823 | }
|
---|
3824 | }
|
---|
3825 | }
|
---|
3826 |
|
---|
3827 | /* This is solely to make the compiler / linker happy and avoid warning about undefined
|
---|
3828 | * varyings. It shouldn't result in any real code executed on the GPU, since all read
|
---|
3829 | * input varyings are assigned above, if the optimizer works properly.
|
---|
3830 | */
|
---|
3831 | for(i = 0; i < in_count + 2; i++) {
|
---|
3832 | if (set[i] && set[i] != WINED3DSP_WRITEMASK_ALL)
|
---|
3833 | {
|
---|
3834 | unsigned int size = 0;
|
---|
3835 | memset(reg_mask, 0, sizeof(reg_mask));
|
---|
3836 | if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
|
---|
3837 | reg_mask[size] = 'x';
|
---|
3838 | size++;
|
---|
3839 | }
|
---|
3840 | if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
|
---|
3841 | reg_mask[size] = 'y';
|
---|
3842 | size++;
|
---|
3843 | }
|
---|
3844 | if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
|
---|
3845 | reg_mask[size] = 'z';
|
---|
3846 | size++;
|
---|
3847 | }
|
---|
3848 | if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
|
---|
3849 | reg_mask[size] = 'w';
|
---|
3850 | size++;
|
---|
3851 | }
|
---|
3852 |
|
---|
3853 | if (i == in_count) {
|
---|
3854 | sprintf(destination, "gl_FrontColor");
|
---|
3855 | } else if (i == in_count + 1) {
|
---|
3856 | sprintf(destination, "gl_FrontSecondaryColor");
|
---|
3857 | } else {
|
---|
3858 | sprintf(destination, "IN[%u]", i);
|
---|
3859 | }
|
---|
3860 |
|
---|
3861 | if (size == 1) {
|
---|
3862 | shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
|
---|
3863 | } else {
|
---|
3864 | shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
|
---|
3865 | }
|
---|
3866 | }
|
---|
3867 | }
|
---|
3868 |
|
---|
3869 | HeapFree(GetProcessHeap(), 0, set);
|
---|
3870 | }
|
---|
3871 |
|
---|
3872 | /* GL locking is done by the caller */
|
---|
3873 | static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
|
---|
3874 | IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
|
---|
3875 | {
|
---|
3876 | GLhandleARB ret = 0;
|
---|
3877 | IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
|
---|
3878 | IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
|
---|
3879 | IWineD3DDeviceImpl *device;
|
---|
3880 | DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
|
---|
3881 | DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
|
---|
3882 | unsigned int i;
|
---|
3883 | const char *semantic_name;
|
---|
3884 | UINT semantic_idx;
|
---|
3885 | char reg_mask[6];
|
---|
3886 | const struct wined3d_shader_signature_element *output_signature;
|
---|
3887 |
|
---|
3888 | shader_buffer_clear(buffer);
|
---|
3889 |
|
---|
3890 | shader_addline(buffer, "#version 120\n");
|
---|
3891 |
|
---|
3892 | if(vs_major < 3 && ps_major < 3) {
|
---|
3893 | /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
|
---|
3894 | * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
|
---|
3895 | */
|
---|
3896 | device = (IWineD3DDeviceImpl *) vs->baseShader.device;
|
---|
3897 | if ((gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W)
|
---|
3898 | && ps_major == 0 && vs_major > 0 && !device->frag_pipe->ffp_proj_control)
|
---|
3899 | {
|
---|
3900 | shader_addline(buffer, "void order_ps_input() {\n");
|
---|
3901 | for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
|
---|
3902 | if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
|
---|
3903 | vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
|
---|
3904 | shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
|
---|
3905 | }
|
---|
3906 | }
|
---|
3907 | shader_addline(buffer, "}\n");
|
---|
3908 | } else {
|
---|
3909 | shader_addline(buffer, "void order_ps_input() { /* do nothing */ }\n");
|
---|
3910 | }
|
---|
3911 | } else if(ps_major < 3 && vs_major >= 3) {
|
---|
3912 | WORD map = vs->baseShader.reg_maps.output_registers;
|
---|
3913 |
|
---|
3914 | /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
|
---|
3915 | output_signature = vs->baseShader.output_signature;
|
---|
3916 |
|
---|
3917 | shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
|
---|
3918 | for (i = 0; map; map >>= 1, ++i)
|
---|
3919 | {
|
---|
3920 | DWORD write_mask;
|
---|
3921 |
|
---|
3922 | if (!(map & 1)) continue;
|
---|
3923 |
|
---|
3924 | semantic_name = output_signature[i].semantic_name;
|
---|
3925 | semantic_idx = output_signature[i].semantic_idx;
|
---|
3926 | write_mask = output_signature[i].mask;
|
---|
3927 | shader_glsl_write_mask_to_str(write_mask, reg_mask);
|
---|
3928 |
|
---|
3929 | if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
|
---|
3930 | {
|
---|
3931 | if (semantic_idx == 0)
|
---|
3932 | shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
|
---|
3933 | else if (semantic_idx == 1)
|
---|
3934 | shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
|
---|
3935 | }
|
---|
3936 | else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
|
---|
3937 | {
|
---|
3938 | shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
|
---|
3939 | }
|
---|
3940 | else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
|
---|
3941 | {
|
---|
3942 | if (semantic_idx < 8)
|
---|
3943 | {
|
---|
3944 | if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
|
---|
3945 | write_mask |= WINED3DSP_WRITEMASK_3;
|
---|
3946 |
|
---|
3947 | shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
|
---|
3948 | semantic_idx, reg_mask, i, reg_mask);
|
---|
3949 | if (!(write_mask & WINED3DSP_WRITEMASK_3))
|
---|
3950 | shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
|
---|
3951 | }
|
---|
3952 | }
|
---|
3953 | else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
|
---|
3954 | {
|
---|
3955 | shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
|
---|
3956 | }
|
---|
3957 | else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
|
---|
3958 | {
|
---|
3959 | shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
|
---|
3960 | }
|
---|
3961 | }
|
---|
3962 | shader_addline(buffer, "}\n");
|
---|
3963 |
|
---|
3964 | } else if(ps_major >= 3 && vs_major >= 3) {
|
---|
3965 | WORD map = vs->baseShader.reg_maps.output_registers;
|
---|
3966 |
|
---|
3967 | output_signature = vs->baseShader.output_signature;
|
---|
3968 |
|
---|
3969 | /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
|
---|
3970 | shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
|
---|
3971 | shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
|
---|
3972 |
|
---|
3973 | /* First, sort out position and point size. Those are not passed to the pixel shader */
|
---|
3974 | for (i = 0; map; map >>= 1, ++i)
|
---|
3975 | {
|
---|
3976 | if (!(map & 1)) continue;
|
---|
3977 |
|
---|
3978 | semantic_name = output_signature[i].semantic_name;
|
---|
3979 | shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
|
---|
3980 |
|
---|
3981 | if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
|
---|
3982 | {
|
---|
3983 | shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
|
---|
3984 | }
|
---|
3985 | else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
|
---|
3986 | {
|
---|
3987 | shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
|
---|
3988 | }
|
---|
3989 | }
|
---|
3990 |
|
---|
3991 | /* Then, fix the pixel shader input */
|
---|
3992 | handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
|
---|
3993 | &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
|
---|
3994 |
|
---|
3995 | shader_addline(buffer, "}\n");
|
---|
3996 | } else if(ps_major >= 3 && vs_major < 3) {
|
---|
3997 | shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
|
---|
3998 | shader_addline(buffer, "void order_ps_input() {\n");
|
---|
3999 | /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
|
---|
4000 | * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
|
---|
4001 | * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
|
---|
4002 | */
|
---|
4003 | handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
|
---|
4004 | &ps->baseShader.reg_maps, NULL, NULL);
|
---|
4005 | shader_addline(buffer, "}\n");
|
---|
4006 | } else {
|
---|
4007 | ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
|
---|
4008 | }
|
---|
4009 |
|
---|
4010 | ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
|
---|
4011 | checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
|
---|
4012 | GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer->buffer, NULL));
|
---|
4013 | checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
|
---|
4014 | GL_EXTCALL(glCompileShaderARB(ret));
|
---|
4015 | checkGLcall("glCompileShaderARB(ret)");
|
---|
4016 |
|
---|
4017 | return ret;
|
---|
4018 | }
|
---|
4019 |
|
---|
4020 | /* GL locking is done by the caller */
|
---|
4021 | static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info,
|
---|
4022 | GLhandleARB programId, char prefix)
|
---|
4023 | {
|
---|
4024 | const local_constant *lconst;
|
---|
4025 | GLint tmp_loc;
|
---|
4026 | const float *value;
|
---|
4027 | char glsl_name[8];
|
---|
4028 |
|
---|
4029 | LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
|
---|
4030 | value = (const float *)lconst->value;
|
---|
4031 | snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
|
---|
4032 | tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
---|
4033 | GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
|
---|
4034 | }
|
---|
4035 | checkGLcall("Hardcoding local constants");
|
---|
4036 | }
|
---|
4037 |
|
---|
4038 | /* GL locking is done by the caller */
|
---|
4039 | static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
|
---|
4040 | struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
|
---|
4041 | const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
|
---|
4042 | {
|
---|
4043 | const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
|
---|
4044 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
4045 | CONST DWORD *function = This->baseShader.function;
|
---|
4046 | struct shader_glsl_ctx_priv priv_ctx;
|
---|
4047 |
|
---|
4048 | /* Create the hw GLSL shader object and assign it as the shader->prgId */
|
---|
4049 | GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
|
---|
4050 |
|
---|
4051 | memset(&priv_ctx, 0, sizeof(priv_ctx));
|
---|
4052 | priv_ctx.cur_ps_args = args;
|
---|
4053 | priv_ctx.cur_np2fixup_info = np2fixup_info;
|
---|
4054 |
|
---|
4055 | shader_addline(buffer, "#version 120\n");
|
---|
4056 |
|
---|
4057 | if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] && reg_maps->usestexldd)
|
---|
4058 | {
|
---|
4059 | shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
|
---|
4060 | }
|
---|
4061 | if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
|
---|
4062 | {
|
---|
4063 | /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
|
---|
4064 | * drivers write a warning if we don't do so
|
---|
4065 | */
|
---|
4066 | shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
|
---|
4067 | }
|
---|
4068 | if (gl_info->supported[EXT_GPU_SHADER4])
|
---|
4069 | {
|
---|
4070 | shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
|
---|
4071 | }
|
---|
4072 |
|
---|
4073 | /* Base Declarations */
|
---|
4074 | shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
|
---|
4075 |
|
---|
4076 | /* Pack 3.0 inputs */
|
---|
4077 | if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
|
---|
4078 | {
|
---|
4079 | shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer,
|
---|
4080 | This->baseShader.input_signature, reg_maps, args->vp_mode);
|
---|
4081 | }
|
---|
4082 |
|
---|
4083 | /* Base Shader Body */
|
---|
4084 | shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
|
---|
4085 |
|
---|
4086 | /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
|
---|
4087 | if (reg_maps->shader_version.major < 2)
|
---|
4088 | {
|
---|
4089 | /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
|
---|
4090 | shader_addline(buffer, "gl_FragData[0] = R0;\n");
|
---|
4091 | }
|
---|
4092 |
|
---|
4093 | if (args->srgb_correction)
|
---|
4094 | {
|
---|
4095 | shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
|
---|
4096 | shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
|
---|
4097 | shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
|
---|
4098 | shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
|
---|
4099 | shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
|
---|
4100 | shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
|
---|
4101 | }
|
---|
4102 | /* Pixel shader < 3.0 do not replace the fog stage.
|
---|
4103 | * This implements linear fog computation and blending.
|
---|
4104 | * TODO: non linear fog
|
---|
4105 | * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
|
---|
4106 | * -1/(e-s) and e/(e-s) respectively.
|
---|
4107 | */
|
---|
4108 | if (reg_maps->shader_version.major < 3)
|
---|
4109 | {
|
---|
4110 | switch(args->fog) {
|
---|
4111 | case FOG_OFF: break;
|
---|
4112 | case FOG_LINEAR:
|
---|
4113 | shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
|
---|
4114 | shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
|
---|
4115 | shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
|
---|
4116 | shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
|
---|
4117 | break;
|
---|
4118 | case FOG_EXP:
|
---|
4119 | /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
|
---|
4120 | shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
|
---|
4121 | shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
|
---|
4122 | shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
|
---|
4123 | break;
|
---|
4124 | case FOG_EXP2:
|
---|
4125 | /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
|
---|
4126 | shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
|
---|
4127 | shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
|
---|
4128 | shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
|
---|
4129 | break;
|
---|
4130 | }
|
---|
4131 | }
|
---|
4132 |
|
---|
4133 | shader_addline(buffer, "}\n");
|
---|
4134 |
|
---|
4135 | TRACE("Compiling shader object %u\n", shader_obj);
|
---|
4136 | GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
|
---|
4137 | GL_EXTCALL(glCompileShaderARB(shader_obj));
|
---|
4138 | print_glsl_info_log(gl_info, shader_obj);
|
---|
4139 |
|
---|
4140 | /* Store the shader object */
|
---|
4141 | return shader_obj;
|
---|
4142 | }
|
---|
4143 |
|
---|
4144 | /* GL locking is done by the caller */
|
---|
4145 | static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
|
---|
4146 | struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *This,
|
---|
4147 | const struct vs_compile_args *args)
|
---|
4148 | {
|
---|
4149 | const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
|
---|
4150 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
4151 | CONST DWORD *function = This->baseShader.function;
|
---|
4152 | struct shader_glsl_ctx_priv priv_ctx;
|
---|
4153 |
|
---|
4154 | /* Create the hw GLSL shader program and assign it as the shader->prgId */
|
---|
4155 | GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
|
---|
4156 |
|
---|
4157 | shader_addline(buffer, "#version 120\n");
|
---|
4158 |
|
---|
4159 | if (gl_info->supported[EXT_GPU_SHADER4])
|
---|
4160 | {
|
---|
4161 | shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
|
---|
4162 | }
|
---|
4163 |
|
---|
4164 | memset(&priv_ctx, 0, sizeof(priv_ctx));
|
---|
4165 | priv_ctx.cur_vs_args = args;
|
---|
4166 |
|
---|
4167 | /* Base Declarations */
|
---|
4168 | shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
|
---|
4169 |
|
---|
4170 | /* Base Shader Body */
|
---|
4171 | shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
|
---|
4172 |
|
---|
4173 | /* Unpack 3.0 outputs */
|
---|
4174 | if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
|
---|
4175 | else shader_addline(buffer, "order_ps_input();\n");
|
---|
4176 |
|
---|
4177 | /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
|
---|
4178 | * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
|
---|
4179 | * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
|
---|
4180 | * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
|
---|
4181 | */
|
---|
4182 | if(args->fog_src == VS_FOG_Z) {
|
---|
4183 | shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
|
---|
4184 | } else if (!reg_maps->fog) {
|
---|
4185 | shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
|
---|
4186 | }
|
---|
4187 |
|
---|
4188 | /* Write the final position.
|
---|
4189 | *
|
---|
4190 | * OpenGL coordinates specify the center of the pixel while d3d coords specify
|
---|
4191 | * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
|
---|
4192 | * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
|
---|
4193 | * contains 1.0 to allow a mad.
|
---|
4194 | */
|
---|
4195 | shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
|
---|
4196 | shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
|
---|
4197 | if(args->clip_enabled) {
|
---|
4198 | shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
|
---|
4199 | }
|
---|
4200 |
|
---|
4201 | /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
|
---|
4202 | *
|
---|
4203 | * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
|
---|
4204 | * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
|
---|
4205 | * which is the same as z = z * 2 - w.
|
---|
4206 | */
|
---|
4207 | shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
|
---|
4208 |
|
---|
4209 | shader_addline(buffer, "}\n");
|
---|
4210 |
|
---|
4211 | TRACE("Compiling shader object %u\n", shader_obj);
|
---|
4212 | GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
|
---|
4213 | GL_EXTCALL(glCompileShaderARB(shader_obj));
|
---|
4214 | print_glsl_info_log(gl_info, shader_obj);
|
---|
4215 |
|
---|
4216 | return shader_obj;
|
---|
4217 | }
|
---|
4218 |
|
---|
4219 | static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
|
---|
4220 | struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
|
---|
4221 | const struct ps_compile_args *args,
|
---|
4222 | #ifdef VBOX_WITH_WDDM
|
---|
4223 | UINT *inp2fixup_info
|
---|
4224 | #else
|
---|
4225 | const struct ps_np2fixup_info **np2fixup_info
|
---|
4226 | #endif
|
---|
4227 | )
|
---|
4228 | {
|
---|
4229 | UINT i;
|
---|
4230 | DWORD new_size;
|
---|
4231 | struct glsl_ps_compiled_shader *new_array;
|
---|
4232 | struct glsl_pshader_private *shader_data;
|
---|
4233 | struct ps_np2fixup_info *np2fixup = NULL;
|
---|
4234 | GLhandleARB ret;
|
---|
4235 |
|
---|
4236 | if (!shader->baseShader.backend_data)
|
---|
4237 | {
|
---|
4238 | shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
|
---|
4239 | if (!shader->baseShader.backend_data)
|
---|
4240 | {
|
---|
4241 | ERR("Failed to allocate backend data.\n");
|
---|
4242 | return 0;
|
---|
4243 | }
|
---|
4244 | }
|
---|
4245 | shader_data = shader->baseShader.backend_data;
|
---|
4246 |
|
---|
4247 | /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
|
---|
4248 | * so a linear search is more performant than a hashmap or a binary search
|
---|
4249 | * (cache coherency etc)
|
---|
4250 | */
|
---|
4251 | for(i = 0; i < shader_data->num_gl_shaders; i++) {
|
---|
4252 | if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
|
---|
4253 | if(args->np2_fixup) {
|
---|
4254 | #ifdef VBOX_WITH_WDDM
|
---|
4255 | *inp2fixup_info = i;
|
---|
4256 | #else
|
---|
4257 | *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
|
---|
4258 | #endif
|
---|
4259 | }
|
---|
4260 | return shader_data->gl_shaders[i].prgId;
|
---|
4261 | }
|
---|
4262 | }
|
---|
4263 |
|
---|
4264 | TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
|
---|
4265 | if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
|
---|
4266 | if (shader_data->num_gl_shaders)
|
---|
4267 | {
|
---|
4268 | new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
|
---|
4269 | new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
|
---|
4270 | new_size * sizeof(*shader_data->gl_shaders));
|
---|
4271 | } else {
|
---|
4272 | new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
|
---|
4273 | new_size = 1;
|
---|
4274 | }
|
---|
4275 |
|
---|
4276 | if(!new_array) {
|
---|
4277 | ERR("Out of memory\n");
|
---|
4278 | return 0;
|
---|
4279 | }
|
---|
4280 | shader_data->gl_shaders = new_array;
|
---|
4281 | shader_data->shader_array_size = new_size;
|
---|
4282 | }
|
---|
4283 |
|
---|
4284 | shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
|
---|
4285 |
|
---|
4286 | memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
|
---|
4287 | if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
|
---|
4288 |
|
---|
4289 | pixelshader_update_samplers(&shader->baseShader.reg_maps,
|
---|
4290 | ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
|
---|
4291 |
|
---|
4292 | shader_buffer_clear(buffer);
|
---|
4293 | ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
|
---|
4294 | #ifdef VBOX_WITH_WDDM
|
---|
4295 | *inp2fixup_info = shader_data->num_gl_shaders;
|
---|
4296 | #else
|
---|
4297 | *np2fixup_info = np2fixup;
|
---|
4298 | #endif
|
---|
4299 | shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
|
---|
4300 |
|
---|
4301 | return ret;
|
---|
4302 | }
|
---|
4303 |
|
---|
4304 | static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
|
---|
4305 | const DWORD use_map) {
|
---|
4306 | if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
|
---|
4307 | if((stored->clip_enabled) != new->clip_enabled) return FALSE;
|
---|
4308 | return stored->fog_src == new->fog_src;
|
---|
4309 | }
|
---|
4310 |
|
---|
4311 | static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
|
---|
4312 | struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
|
---|
4313 | const struct vs_compile_args *args)
|
---|
4314 | {
|
---|
4315 | UINT i;
|
---|
4316 | DWORD new_size;
|
---|
4317 | struct glsl_vs_compiled_shader *new_array;
|
---|
4318 | DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
|
---|
4319 | struct glsl_vshader_private *shader_data;
|
---|
4320 | GLhandleARB ret;
|
---|
4321 |
|
---|
4322 | if (!shader->baseShader.backend_data)
|
---|
4323 | {
|
---|
4324 | shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
|
---|
4325 | if (!shader->baseShader.backend_data)
|
---|
4326 | {
|
---|
4327 | ERR("Failed to allocate backend data.\n");
|
---|
4328 | return 0;
|
---|
4329 | }
|
---|
4330 | }
|
---|
4331 | shader_data = shader->baseShader.backend_data;
|
---|
4332 |
|
---|
4333 | /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
|
---|
4334 | * so a linear search is more performant than a hashmap or a binary search
|
---|
4335 | * (cache coherency etc)
|
---|
4336 | */
|
---|
4337 | for(i = 0; i < shader_data->num_gl_shaders; i++) {
|
---|
4338 | if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
|
---|
4339 | return shader_data->gl_shaders[i].prgId;
|
---|
4340 | }
|
---|
4341 | }
|
---|
4342 |
|
---|
4343 | TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
|
---|
4344 |
|
---|
4345 | if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
|
---|
4346 | if (shader_data->num_gl_shaders)
|
---|
4347 | {
|
---|
4348 | new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
|
---|
4349 | new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
|
---|
4350 | new_size * sizeof(*shader_data->gl_shaders));
|
---|
4351 | } else {
|
---|
4352 | new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
|
---|
4353 | new_size = 1;
|
---|
4354 | }
|
---|
4355 |
|
---|
4356 | if(!new_array) {
|
---|
4357 | ERR("Out of memory\n");
|
---|
4358 | return 0;
|
---|
4359 | }
|
---|
4360 | shader_data->gl_shaders = new_array;
|
---|
4361 | shader_data->shader_array_size = new_size;
|
---|
4362 | }
|
---|
4363 |
|
---|
4364 | shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
|
---|
4365 |
|
---|
4366 | shader_buffer_clear(buffer);
|
---|
4367 | ret = shader_glsl_generate_vshader(context, buffer, shader, args);
|
---|
4368 | shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
|
---|
4369 |
|
---|
4370 | return ret;
|
---|
4371 | }
|
---|
4372 |
|
---|
4373 | /** Sets the GLSL program ID for the given pixel and vertex shader combination.
|
---|
4374 | * It sets the programId on the current StateBlock (because it should be called
|
---|
4375 | * inside of the DrawPrimitive() part of the render loop).
|
---|
4376 | *
|
---|
4377 | * If a program for the given combination does not exist, create one, and store
|
---|
4378 | * the program in the hash table. If it creates a program, it will link the
|
---|
4379 | * given objects, too.
|
---|
4380 | */
|
---|
4381 |
|
---|
4382 | /* GL locking is done by the caller */
|
---|
4383 | static void set_glsl_shader_program(const struct wined3d_context *context,
|
---|
4384 | IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
|
---|
4385 | {
|
---|
4386 | IWineD3DVertexShader *vshader = use_vs ? device->stateBlock->vertexShader : NULL;
|
---|
4387 | IWineD3DPixelShader *pshader = use_ps ? device->stateBlock->pixelShader : NULL;
|
---|
4388 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
4389 | struct shader_glsl_priv *priv = device->shader_priv;
|
---|
4390 | struct glsl_shader_prog_link *entry = NULL;
|
---|
4391 | GLhandleARB programId = 0;
|
---|
4392 | GLhandleARB reorder_shader_id = 0;
|
---|
4393 | unsigned int i;
|
---|
4394 | char glsl_name[8];
|
---|
4395 | struct ps_compile_args ps_compile_args;
|
---|
4396 | struct vs_compile_args vs_compile_args;
|
---|
4397 |
|
---|
4398 | if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, device->stateBlock, &vs_compile_args);
|
---|
4399 | if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, device->stateBlock, &ps_compile_args);
|
---|
4400 |
|
---|
4401 | entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
|
---|
4402 | if (entry) {
|
---|
4403 | priv->glsl_program = entry;
|
---|
4404 | return;
|
---|
4405 | }
|
---|
4406 |
|
---|
4407 | /* If we get to this point, then no matching program exists, so we create one */
|
---|
4408 | programId = GL_EXTCALL(glCreateProgramObjectARB());
|
---|
4409 | TRACE("Created new GLSL shader program %u\n", programId);
|
---|
4410 |
|
---|
4411 | /* Create the entry */
|
---|
4412 | entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
|
---|
4413 | entry->programId = programId;
|
---|
4414 | entry->vshader = vshader;
|
---|
4415 | entry->pshader = pshader;
|
---|
4416 | entry->vs_args = vs_compile_args;
|
---|
4417 | entry->ps_args = ps_compile_args;
|
---|
4418 | entry->constant_version = 0;
|
---|
4419 | WINEFIXUPINFO_INIT(entry);
|
---|
4420 | /* Add the hash table entry */
|
---|
4421 | add_glsl_program_entry(priv, entry);
|
---|
4422 |
|
---|
4423 | /* Set the current program */
|
---|
4424 | priv->glsl_program = entry;
|
---|
4425 |
|
---|
4426 | /* Attach GLSL vshader */
|
---|
4427 | if (vshader)
|
---|
4428 | {
|
---|
4429 | GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
|
---|
4430 | (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
|
---|
4431 | WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
|
---|
4432 | char tmp_name[10];
|
---|
4433 |
|
---|
4434 | reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
|
---|
4435 | TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
|
---|
4436 | GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
|
---|
4437 | checkGLcall("glAttachObjectARB");
|
---|
4438 | /* Flag the reorder function for deletion, then it will be freed automatically when the program
|
---|
4439 | * is destroyed
|
---|
4440 | */
|
---|
4441 | GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
|
---|
4442 |
|
---|
4443 | TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
|
---|
4444 | GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
|
---|
4445 | checkGLcall("glAttachObjectARB");
|
---|
4446 |
|
---|
4447 | /* Bind vertex attributes to a corresponding index number to match
|
---|
4448 | * the same index numbers as ARB_vertex_programs (makes loading
|
---|
4449 | * vertex attributes simpler). With this method, we can use the
|
---|
4450 | * exact same code to load the attributes later for both ARB and
|
---|
4451 | * GLSL shaders.
|
---|
4452 | *
|
---|
4453 | * We have to do this here because we need to know the Program ID
|
---|
4454 | * in order to make the bindings work, and it has to be done prior
|
---|
4455 | * to linking the GLSL program. */
|
---|
4456 | for (i = 0; map; map >>= 1, ++i)
|
---|
4457 | {
|
---|
4458 | if (!(map & 1)) continue;
|
---|
4459 |
|
---|
4460 | snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
|
---|
4461 | GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
|
---|
4462 | }
|
---|
4463 | checkGLcall("glBindAttribLocationARB");
|
---|
4464 |
|
---|
4465 | list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
|
---|
4466 | }
|
---|
4467 |
|
---|
4468 | /* Attach GLSL pshader */
|
---|
4469 | if (pshader)
|
---|
4470 | {
|
---|
4471 | GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
|
---|
4472 | (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args,
|
---|
4473 | #ifdef VBOX_WITH_WDDM
|
---|
4474 | &entry->inp2Fixup_info
|
---|
4475 | #else
|
---|
4476 | &entry->np2Fixup_info
|
---|
4477 | #endif
|
---|
4478 | );
|
---|
4479 | TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
|
---|
4480 | GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
|
---|
4481 | checkGLcall("glAttachObjectARB");
|
---|
4482 |
|
---|
4483 | list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
|
---|
4484 | }
|
---|
4485 |
|
---|
4486 | /* Link the program */
|
---|
4487 | TRACE("Linking GLSL shader program %u\n", programId);
|
---|
4488 | GL_EXTCALL(glLinkProgramARB(programId));
|
---|
4489 | shader_glsl_validate_link(gl_info, programId);
|
---|
4490 |
|
---|
4491 | entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
|
---|
4492 | sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
|
---|
4493 | for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
|
---|
4494 | {
|
---|
4495 | snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
|
---|
4496 | entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
---|
4497 | }
|
---|
4498 | for (i = 0; i < MAX_CONST_I; ++i)
|
---|
4499 | {
|
---|
4500 | snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
|
---|
4501 | entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
---|
4502 | }
|
---|
4503 | entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
|
---|
4504 | sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
|
---|
4505 | for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
|
---|
4506 | {
|
---|
4507 | snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
|
---|
4508 | entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
---|
4509 | }
|
---|
4510 | for (i = 0; i < MAX_CONST_I; ++i)
|
---|
4511 | {
|
---|
4512 | snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
|
---|
4513 | entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
---|
4514 | }
|
---|
4515 |
|
---|
4516 | if(pshader) {
|
---|
4517 | char name[32];
|
---|
4518 |
|
---|
4519 | for(i = 0; i < MAX_TEXTURES; i++) {
|
---|
4520 | sprintf(name, "bumpenvmat%u", i);
|
---|
4521 | entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
|
---|
4522 | sprintf(name, "luminancescale%u", i);
|
---|
4523 | entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
|
---|
4524 | sprintf(name, "luminanceoffset%u", i);
|
---|
4525 | entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
|
---|
4526 | }
|
---|
4527 |
|
---|
4528 | if (ps_compile_args.np2_fixup) {
|
---|
4529 | if (WINEFIXUPINFO_ISVALID(entry)) {
|
---|
4530 | entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
|
---|
4531 | } else {
|
---|
4532 | FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
|
---|
4533 | }
|
---|
4534 | }
|
---|
4535 | }
|
---|
4536 |
|
---|
4537 | entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
|
---|
4538 | entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
|
---|
4539 | checkGLcall("Find glsl program uniform locations");
|
---|
4540 |
|
---|
4541 | if (pshader
|
---|
4542 | && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
|
---|
4543 | && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
|
---|
4544 | {
|
---|
4545 | TRACE("Shader %d needs vertex color clamping disabled\n", programId);
|
---|
4546 | entry->vertex_color_clamp = GL_FALSE;
|
---|
4547 | } else {
|
---|
4548 | entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
|
---|
4549 | }
|
---|
4550 |
|
---|
4551 | /* Set the shader to allow uniform loading on it */
|
---|
4552 | GL_EXTCALL(glUseProgramObjectARB(programId));
|
---|
4553 | checkGLcall("glUseProgramObjectARB(programId)");
|
---|
4554 |
|
---|
4555 | /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
|
---|
4556 | * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
|
---|
4557 | * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
|
---|
4558 | * vertex shader with fixed function pixel processing is used we make sure that the card
|
---|
4559 | * supports enough samplers to allow the max number of vertex samplers with all possible
|
---|
4560 | * fixed function fragment processing setups. So once the program is linked these samplers
|
---|
4561 | * won't change.
|
---|
4562 | */
|
---|
4563 | if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
|
---|
4564 | if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
|
---|
4565 |
|
---|
4566 | /* If the local constants do not have to be loaded with the environment constants,
|
---|
4567 | * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
|
---|
4568 | * later
|
---|
4569 | */
|
---|
4570 | if (pshader && !((IWineD3DBaseShaderImpl *)pshader)->baseShader.load_local_constsF)
|
---|
4571 | {
|
---|
4572 | hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
|
---|
4573 | }
|
---|
4574 | if (vshader && !((IWineD3DBaseShaderImpl *)vshader)->baseShader.load_local_constsF)
|
---|
4575 | {
|
---|
4576 | hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
|
---|
4577 | }
|
---|
4578 | }
|
---|
4579 |
|
---|
4580 | /* GL locking is done by the caller */
|
---|
4581 | static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
|
---|
4582 | {
|
---|
4583 | GLhandleARB program_id;
|
---|
4584 | GLhandleARB vshader_id, pshader_id;
|
---|
4585 | static const char *blt_vshader[] =
|
---|
4586 | {
|
---|
4587 | "#version 120\n"
|
---|
4588 | "void main(void)\n"
|
---|
4589 | "{\n"
|
---|
4590 | " gl_Position = gl_Vertex;\n"
|
---|
4591 | " gl_FrontColor = vec4(1.0);\n"
|
---|
4592 | " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
|
---|
4593 | "}\n"
|
---|
4594 | };
|
---|
4595 |
|
---|
4596 | static const char *blt_pshaders[tex_type_count] =
|
---|
4597 | {
|
---|
4598 | /* tex_1d */
|
---|
4599 | NULL,
|
---|
4600 | /* tex_2d */
|
---|
4601 | "#version 120\n"
|
---|
4602 | "uniform sampler2D sampler;\n"
|
---|
4603 | "void main(void)\n"
|
---|
4604 | "{\n"
|
---|
4605 | " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
|
---|
4606 | "}\n",
|
---|
4607 | /* tex_3d */
|
---|
4608 | NULL,
|
---|
4609 | /* tex_cube */
|
---|
4610 | "#version 120\n"
|
---|
4611 | "uniform samplerCube sampler;\n"
|
---|
4612 | "void main(void)\n"
|
---|
4613 | "{\n"
|
---|
4614 | " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
|
---|
4615 | "}\n",
|
---|
4616 | /* tex_rect */
|
---|
4617 | "#version 120\n"
|
---|
4618 | "#extension GL_ARB_texture_rectangle : enable\n"
|
---|
4619 | "uniform sampler2DRect sampler;\n"
|
---|
4620 | "void main(void)\n"
|
---|
4621 | "{\n"
|
---|
4622 | " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
|
---|
4623 | "}\n",
|
---|
4624 | };
|
---|
4625 |
|
---|
4626 | if (!blt_pshaders[tex_type])
|
---|
4627 | {
|
---|
4628 | FIXME("tex_type %#x not supported\n", tex_type);
|
---|
4629 | tex_type = tex_2d;
|
---|
4630 | }
|
---|
4631 |
|
---|
4632 | vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
|
---|
4633 | GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
|
---|
4634 | GL_EXTCALL(glCompileShaderARB(vshader_id));
|
---|
4635 |
|
---|
4636 | pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
|
---|
4637 | GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
|
---|
4638 | GL_EXTCALL(glCompileShaderARB(pshader_id));
|
---|
4639 |
|
---|
4640 | program_id = GL_EXTCALL(glCreateProgramObjectARB());
|
---|
4641 | GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
|
---|
4642 | GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
|
---|
4643 | GL_EXTCALL(glLinkProgramARB(program_id));
|
---|
4644 |
|
---|
4645 | shader_glsl_validate_link(gl_info, program_id);
|
---|
4646 |
|
---|
4647 | /* Once linked we can mark the shaders for deletion. They will be deleted once the program
|
---|
4648 | * is destroyed
|
---|
4649 | */
|
---|
4650 | GL_EXTCALL(glDeleteObjectARB(vshader_id));
|
---|
4651 | GL_EXTCALL(glDeleteObjectARB(pshader_id));
|
---|
4652 | return program_id;
|
---|
4653 | }
|
---|
4654 |
|
---|
4655 | /* GL locking is done by the caller */
|
---|
4656 | static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
|
---|
4657 | {
|
---|
4658 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
4659 | #ifdef VBOX_WITH_WDDM
|
---|
4660 | IWineD3DDeviceImpl *device = context->device;
|
---|
4661 | #else
|
---|
4662 | IWineD3DDeviceImpl *device = context->swapchain->device;
|
---|
4663 | #endif
|
---|
4664 | struct shader_glsl_priv *priv = device->shader_priv;
|
---|
4665 | GLhandleARB program_id = 0;
|
---|
4666 | GLenum old_vertex_color_clamp, current_vertex_color_clamp;
|
---|
4667 |
|
---|
4668 | old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
|
---|
4669 |
|
---|
4670 | if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
|
---|
4671 | else priv->glsl_program = NULL;
|
---|
4672 |
|
---|
4673 | current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
|
---|
4674 |
|
---|
4675 | if (old_vertex_color_clamp != current_vertex_color_clamp)
|
---|
4676 | {
|
---|
4677 | if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
|
---|
4678 | {
|
---|
4679 | GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
|
---|
4680 | checkGLcall("glClampColorARB");
|
---|
4681 | }
|
---|
4682 | else
|
---|
4683 | {
|
---|
4684 | FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
|
---|
4685 | }
|
---|
4686 | }
|
---|
4687 |
|
---|
4688 | program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
|
---|
4689 | if (program_id) TRACE("Using GLSL program %u\n", program_id);
|
---|
4690 | GL_EXTCALL(glUseProgramObjectARB(program_id));
|
---|
4691 | checkGLcall("glUseProgramObjectARB");
|
---|
4692 |
|
---|
4693 | /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
|
---|
4694 | * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
|
---|
4695 | * called between selecting the shader and using it, which results in wrong fixup for some frames. */
|
---|
4696 | if (priv->glsl_program && WINEFIXUPINFO_ISVALID(priv->glsl_program))
|
---|
4697 | {
|
---|
4698 | shader_glsl_load_np2fixup_constants((IWineD3DDevice *)device, usePS, useVS);
|
---|
4699 | }
|
---|
4700 | }
|
---|
4701 |
|
---|
4702 | /* GL locking is done by the caller */
|
---|
4703 | static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
|
---|
4704 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4705 | const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
|
---|
4706 | struct shader_glsl_priv *priv = This->shader_priv;
|
---|
4707 | GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
|
---|
4708 |
|
---|
4709 | if (!*blt_program) {
|
---|
4710 | GLint loc;
|
---|
4711 | *blt_program = create_glsl_blt_shader(gl_info, tex_type);
|
---|
4712 | loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
|
---|
4713 | GL_EXTCALL(glUseProgramObjectARB(*blt_program));
|
---|
4714 | GL_EXTCALL(glUniform1iARB(loc, 0));
|
---|
4715 | } else {
|
---|
4716 | GL_EXTCALL(glUseProgramObjectARB(*blt_program));
|
---|
4717 | }
|
---|
4718 | }
|
---|
4719 |
|
---|
4720 | /* GL locking is done by the caller */
|
---|
4721 | static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
|
---|
4722 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4723 | const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
|
---|
4724 | struct shader_glsl_priv *priv = This->shader_priv;
|
---|
4725 | GLhandleARB program_id;
|
---|
4726 |
|
---|
4727 | program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
|
---|
4728 | if (program_id) TRACE("Using GLSL program %u\n", program_id);
|
---|
4729 |
|
---|
4730 | GL_EXTCALL(glUseProgramObjectARB(program_id));
|
---|
4731 | checkGLcall("glUseProgramObjectARB");
|
---|
4732 | }
|
---|
4733 |
|
---|
4734 | static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
|
---|
4735 | const struct list *linked_programs;
|
---|
4736 | IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
|
---|
4737 | IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
|
---|
4738 | struct shader_glsl_priv *priv = device->shader_priv;
|
---|
4739 | const struct wined3d_gl_info *gl_info;
|
---|
4740 | struct wined3d_context *context;
|
---|
4741 |
|
---|
4742 | /* Note: Do not use QueryInterface here to find out which shader type this is because this code
|
---|
4743 | * can be called from IWineD3DBaseShader::Release
|
---|
4744 | */
|
---|
4745 | char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
|
---|
4746 |
|
---|
4747 | if(pshader) {
|
---|
4748 | struct glsl_pshader_private *shader_data;
|
---|
4749 | shader_data = This->baseShader.backend_data;
|
---|
4750 | if(!shader_data || shader_data->num_gl_shaders == 0)
|
---|
4751 | {
|
---|
4752 | HeapFree(GetProcessHeap(), 0, shader_data);
|
---|
4753 | This->baseShader.backend_data = NULL;
|
---|
4754 | return;
|
---|
4755 | }
|
---|
4756 |
|
---|
4757 | context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
4758 | gl_info = context->gl_info;
|
---|
4759 |
|
---|
4760 | if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
|
---|
4761 | {
|
---|
4762 | ENTER_GL();
|
---|
4763 | shader_glsl_select(context, FALSE, FALSE);
|
---|
4764 | LEAVE_GL();
|
---|
4765 | }
|
---|
4766 | } else {
|
---|
4767 | struct glsl_vshader_private *shader_data;
|
---|
4768 | shader_data = This->baseShader.backend_data;
|
---|
4769 | if(!shader_data || shader_data->num_gl_shaders == 0)
|
---|
4770 | {
|
---|
4771 | HeapFree(GetProcessHeap(), 0, shader_data);
|
---|
4772 | This->baseShader.backend_data = NULL;
|
---|
4773 | return;
|
---|
4774 | }
|
---|
4775 |
|
---|
4776 | context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
4777 | gl_info = context->gl_info;
|
---|
4778 |
|
---|
4779 | if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
|
---|
4780 | {
|
---|
4781 | ENTER_GL();
|
---|
4782 | shader_glsl_select(context, FALSE, FALSE);
|
---|
4783 | LEAVE_GL();
|
---|
4784 | }
|
---|
4785 | }
|
---|
4786 |
|
---|
4787 | linked_programs = &This->baseShader.linked_programs;
|
---|
4788 |
|
---|
4789 | TRACE("Deleting linked programs\n");
|
---|
4790 | if (linked_programs->next) {
|
---|
4791 | struct glsl_shader_prog_link *entry, *entry2;
|
---|
4792 |
|
---|
4793 | ENTER_GL();
|
---|
4794 | if(pshader) {
|
---|
4795 | LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
|
---|
4796 | delete_glsl_program_entry(priv, gl_info, entry);
|
---|
4797 | }
|
---|
4798 | } else {
|
---|
4799 | LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
|
---|
4800 | delete_glsl_program_entry(priv, gl_info, entry);
|
---|
4801 | }
|
---|
4802 | }
|
---|
4803 | LEAVE_GL();
|
---|
4804 | }
|
---|
4805 |
|
---|
4806 | if(pshader) {
|
---|
4807 | UINT i;
|
---|
4808 | struct glsl_pshader_private *shader_data = This->baseShader.backend_data;
|
---|
4809 |
|
---|
4810 | ENTER_GL();
|
---|
4811 | for(i = 0; i < shader_data->num_gl_shaders; i++) {
|
---|
4812 | TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
|
---|
4813 | GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
|
---|
4814 | checkGLcall("glDeleteObjectARB");
|
---|
4815 | }
|
---|
4816 | LEAVE_GL();
|
---|
4817 | HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
|
---|
4818 | }
|
---|
4819 | else
|
---|
4820 | {
|
---|
4821 | UINT i;
|
---|
4822 | struct glsl_vshader_private *shader_data = This->baseShader.backend_data;
|
---|
4823 |
|
---|
4824 | ENTER_GL();
|
---|
4825 | for(i = 0; i < shader_data->num_gl_shaders; i++) {
|
---|
4826 | TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
|
---|
4827 | GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
|
---|
4828 | checkGLcall("glDeleteObjectARB");
|
---|
4829 | }
|
---|
4830 | LEAVE_GL();
|
---|
4831 | HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
|
---|
4832 | }
|
---|
4833 |
|
---|
4834 | HeapFree(GetProcessHeap(), 0, This->baseShader.backend_data);
|
---|
4835 | This->baseShader.backend_data = NULL;
|
---|
4836 |
|
---|
4837 | context_release(context);
|
---|
4838 | }
|
---|
4839 |
|
---|
4840 | static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
|
---|
4841 | {
|
---|
4842 | const glsl_program_key_t *k = key;
|
---|
4843 | const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
|
---|
4844 | const struct glsl_shader_prog_link, program_lookup_entry);
|
---|
4845 | int cmp;
|
---|
4846 |
|
---|
4847 | if (k->vshader > prog->vshader) return 1;
|
---|
4848 | else if (k->vshader < prog->vshader) return -1;
|
---|
4849 |
|
---|
4850 | if (k->pshader > prog->pshader) return 1;
|
---|
4851 | else if (k->pshader < prog->pshader) return -1;
|
---|
4852 |
|
---|
4853 | if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
|
---|
4854 | if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
|
---|
4855 |
|
---|
4856 | return 0;
|
---|
4857 | }
|
---|
4858 |
|
---|
4859 | static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
|
---|
4860 | {
|
---|
4861 | SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
|
---|
4862 | void *mem = HeapAlloc(GetProcessHeap(), 0, size);
|
---|
4863 |
|
---|
4864 | if (!mem)
|
---|
4865 | {
|
---|
4866 | ERR("Failed to allocate memory\n");
|
---|
4867 | return FALSE;
|
---|
4868 | }
|
---|
4869 |
|
---|
4870 | heap->entries = mem;
|
---|
4871 | heap->entries[1].version = 0;
|
---|
4872 | heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
|
---|
4873 | heap->size = 1;
|
---|
4874 |
|
---|
4875 | return TRUE;
|
---|
4876 | }
|
---|
4877 |
|
---|
4878 | static void constant_heap_free(struct constant_heap *heap)
|
---|
4879 | {
|
---|
4880 | HeapFree(GetProcessHeap(), 0, heap->entries);
|
---|
4881 | }
|
---|
4882 |
|
---|
4883 | static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
|
---|
4884 | {
|
---|
4885 | wined3d_rb_alloc,
|
---|
4886 | wined3d_rb_realloc,
|
---|
4887 | wined3d_rb_free,
|
---|
4888 | glsl_program_key_compare,
|
---|
4889 | };
|
---|
4890 |
|
---|
4891 | static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
|
---|
4892 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4893 | const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
|
---|
4894 | struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
|
---|
4895 | SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
|
---|
4896 | gl_info->limits.glsl_ps_float_constants)) + 1;
|
---|
4897 |
|
---|
4898 | if (!shader_buffer_init(&priv->shader_buffer))
|
---|
4899 | {
|
---|
4900 | ERR("Failed to initialize shader buffer.\n");
|
---|
4901 | goto fail;
|
---|
4902 | }
|
---|
4903 |
|
---|
4904 | priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
|
---|
4905 | if (!priv->stack)
|
---|
4906 | {
|
---|
4907 | ERR("Failed to allocate memory.\n");
|
---|
4908 | goto fail;
|
---|
4909 | }
|
---|
4910 |
|
---|
4911 | if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
|
---|
4912 | {
|
---|
4913 | ERR("Failed to initialize vertex shader constant heap\n");
|
---|
4914 | goto fail;
|
---|
4915 | }
|
---|
4916 |
|
---|
4917 | if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
|
---|
4918 | {
|
---|
4919 | ERR("Failed to initialize pixel shader constant heap\n");
|
---|
4920 | goto fail;
|
---|
4921 | }
|
---|
4922 |
|
---|
4923 | if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
|
---|
4924 | {
|
---|
4925 | ERR("Failed to initialize rbtree.\n");
|
---|
4926 | goto fail;
|
---|
4927 | }
|
---|
4928 |
|
---|
4929 | priv->next_constant_version = 1;
|
---|
4930 |
|
---|
4931 | This->shader_priv = priv;
|
---|
4932 | return WINED3D_OK;
|
---|
4933 |
|
---|
4934 | fail:
|
---|
4935 | constant_heap_free(&priv->pconst_heap);
|
---|
4936 | constant_heap_free(&priv->vconst_heap);
|
---|
4937 | HeapFree(GetProcessHeap(), 0, priv->stack);
|
---|
4938 | shader_buffer_free(&priv->shader_buffer);
|
---|
4939 | HeapFree(GetProcessHeap(), 0, priv);
|
---|
4940 | return E_OUTOFMEMORY;
|
---|
4941 | }
|
---|
4942 |
|
---|
4943 | /* Context activation is done by the caller. */
|
---|
4944 | static void shader_glsl_free(IWineD3DDevice *iface) {
|
---|
4945 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4946 | const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
|
---|
4947 | struct shader_glsl_priv *priv = This->shader_priv;
|
---|
4948 | int i;
|
---|
4949 |
|
---|
4950 | ENTER_GL();
|
---|
4951 | for (i = 0; i < tex_type_count; ++i)
|
---|
4952 | {
|
---|
4953 | if (priv->depth_blt_program[i])
|
---|
4954 | {
|
---|
4955 | GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
|
---|
4956 | }
|
---|
4957 | }
|
---|
4958 | LEAVE_GL();
|
---|
4959 |
|
---|
4960 | wine_rb_destroy(&priv->program_lookup, NULL, NULL);
|
---|
4961 | constant_heap_free(&priv->pconst_heap);
|
---|
4962 | constant_heap_free(&priv->vconst_heap);
|
---|
4963 | HeapFree(GetProcessHeap(), 0, priv->stack);
|
---|
4964 | shader_buffer_free(&priv->shader_buffer);
|
---|
4965 |
|
---|
4966 | HeapFree(GetProcessHeap(), 0, This->shader_priv);
|
---|
4967 | This->shader_priv = NULL;
|
---|
4968 | }
|
---|
4969 |
|
---|
4970 | static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
|
---|
4971 | /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
|
---|
4972 | return FALSE;
|
---|
4973 | }
|
---|
4974 |
|
---|
4975 | static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
|
---|
4976 | {
|
---|
4977 | /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
|
---|
4978 | * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
|
---|
4979 | * on the version of NV_vertex_program.
|
---|
4980 | * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
|
---|
4981 | * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
|
---|
4982 | * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
|
---|
4983 | * of native instructions, so use that here. For more info see the pixel shader versioning code below.
|
---|
4984 | */
|
---|
4985 | if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
|
---|
4986 | || gl_info->limits.arb_ps_instructions <= 512)
|
---|
4987 | pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
|
---|
4988 | else
|
---|
4989 | pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
|
---|
4990 | TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
|
---|
4991 | pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
|
---|
4992 |
|
---|
4993 | /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
|
---|
4994 | * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
|
---|
4995 | * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
|
---|
4996 | * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
|
---|
4997 | * in max native instructions. Intel and others also offer the info in this extension but they
|
---|
4998 | * don't support GLSL (at least on Windows).
|
---|
4999 | *
|
---|
5000 | * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
|
---|
5001 | * of instructions is 512 or less we have to do with ps2.0 hardware.
|
---|
5002 | * 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.
|
---|
5003 | */
|
---|
5004 | if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
|
---|
5005 | || gl_info->limits.arb_ps_instructions <= 512)
|
---|
5006 | pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
|
---|
5007 | else
|
---|
5008 | pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
|
---|
5009 |
|
---|
5010 | pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
|
---|
5011 |
|
---|
5012 | /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
|
---|
5013 | * Direct3D minimum requirement.
|
---|
5014 | *
|
---|
5015 | * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
|
---|
5016 | * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
|
---|
5017 | *
|
---|
5018 | * The problem is that the refrast clamps temporary results in the shader to
|
---|
5019 | * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
|
---|
5020 | * then applications may miss the clamping behavior. On the other hand, if it is smaller,
|
---|
5021 | * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
|
---|
5022 | * offer a way to query this.
|
---|
5023 | */
|
---|
5024 | pCaps->PixelShader1xMaxValue = 8.0;
|
---|
5025 | TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
|
---|
5026 |
|
---|
5027 | pCaps->VSClipping = TRUE;
|
---|
5028 | }
|
---|
5029 |
|
---|
5030 | static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
|
---|
5031 | {
|
---|
5032 | if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
|
---|
5033 | {
|
---|
5034 | TRACE("Checking support for fixup:\n");
|
---|
5035 | dump_color_fixup_desc(fixup);
|
---|
5036 | }
|
---|
5037 |
|
---|
5038 | /* We support everything except YUV conversions. */
|
---|
5039 | if (!is_complex_fixup(fixup))
|
---|
5040 | {
|
---|
5041 | TRACE("[OK]\n");
|
---|
5042 | return TRUE;
|
---|
5043 | }
|
---|
5044 |
|
---|
5045 | TRACE("[FAILED]\n");
|
---|
5046 | return FALSE;
|
---|
5047 | }
|
---|
5048 |
|
---|
5049 | static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
|
---|
5050 | {
|
---|
5051 | /* WINED3DSIH_ABS */ shader_glsl_map2gl,
|
---|
5052 | /* WINED3DSIH_ADD */ shader_glsl_arith,
|
---|
5053 | /* WINED3DSIH_BEM */ shader_glsl_bem,
|
---|
5054 | /* WINED3DSIH_BREAK */ shader_glsl_break,
|
---|
5055 | /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
|
---|
5056 | /* WINED3DSIH_BREAKP */ NULL,
|
---|
5057 | /* WINED3DSIH_CALL */ shader_glsl_call,
|
---|
5058 | /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
|
---|
5059 | /* WINED3DSIH_CMP */ shader_glsl_cmp,
|
---|
5060 | /* WINED3DSIH_CND */ shader_glsl_cnd,
|
---|
5061 | /* WINED3DSIH_CRS */ shader_glsl_cross,
|
---|
5062 | /* WINED3DSIH_CUT */ NULL,
|
---|
5063 | /* WINED3DSIH_DCL */ NULL,
|
---|
5064 | /* WINED3DSIH_DEF */ NULL,
|
---|
5065 | /* WINED3DSIH_DEFB */ NULL,
|
---|
5066 | /* WINED3DSIH_DEFI */ NULL,
|
---|
5067 | /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
|
---|
5068 | /* WINED3DSIH_DP3 */ shader_glsl_dot,
|
---|
5069 | /* WINED3DSIH_DP4 */ shader_glsl_dot,
|
---|
5070 | /* WINED3DSIH_DST */ shader_glsl_dst,
|
---|
5071 | /* WINED3DSIH_DSX */ shader_glsl_map2gl,
|
---|
5072 | /* WINED3DSIH_DSY */ shader_glsl_map2gl,
|
---|
5073 | /* WINED3DSIH_ELSE */ shader_glsl_else,
|
---|
5074 | /* WINED3DSIH_EMIT */ NULL,
|
---|
5075 | /* WINED3DSIH_ENDIF */ shader_glsl_end,
|
---|
5076 | /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
|
---|
5077 | /* WINED3DSIH_ENDREP */ shader_glsl_end,
|
---|
5078 | /* WINED3DSIH_EXP */ shader_glsl_map2gl,
|
---|
5079 | /* WINED3DSIH_EXPP */ shader_glsl_expp,
|
---|
5080 | /* WINED3DSIH_FRC */ shader_glsl_map2gl,
|
---|
5081 | /* WINED3DSIH_IADD */ NULL,
|
---|
5082 | /* WINED3DSIH_IF */ shader_glsl_if,
|
---|
5083 | /* WINED3DSIH_IFC */ shader_glsl_ifc,
|
---|
5084 | /* WINED3DSIH_IGE */ NULL,
|
---|
5085 | /* WINED3DSIH_LABEL */ shader_glsl_label,
|
---|
5086 | /* WINED3DSIH_LIT */ shader_glsl_lit,
|
---|
5087 | /* WINED3DSIH_LOG */ shader_glsl_log,
|
---|
5088 | /* WINED3DSIH_LOGP */ shader_glsl_log,
|
---|
5089 | /* WINED3DSIH_LOOP */ shader_glsl_loop,
|
---|
5090 | /* WINED3DSIH_LRP */ shader_glsl_lrp,
|
---|
5091 | /* WINED3DSIH_LT */ NULL,
|
---|
5092 | /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
|
---|
5093 | /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
|
---|
5094 | /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
|
---|
5095 | /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
|
---|
5096 | /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
|
---|
5097 | /* WINED3DSIH_MAD */ shader_glsl_mad,
|
---|
5098 | /* WINED3DSIH_MAX */ shader_glsl_map2gl,
|
---|
5099 | /* WINED3DSIH_MIN */ shader_glsl_map2gl,
|
---|
5100 | /* WINED3DSIH_MOV */ shader_glsl_mov,
|
---|
5101 | /* WINED3DSIH_MOVA */ shader_glsl_mov,
|
---|
5102 | /* WINED3DSIH_MUL */ shader_glsl_arith,
|
---|
5103 | /* WINED3DSIH_NOP */ NULL,
|
---|
5104 | /* WINED3DSIH_NRM */ shader_glsl_nrm,
|
---|
5105 | /* WINED3DSIH_PHASE */ NULL,
|
---|
5106 | /* WINED3DSIH_POW */ shader_glsl_pow,
|
---|
5107 | /* WINED3DSIH_RCP */ shader_glsl_rcp,
|
---|
5108 | /* WINED3DSIH_REP */ shader_glsl_rep,
|
---|
5109 | /* WINED3DSIH_RET */ shader_glsl_ret,
|
---|
5110 | /* WINED3DSIH_RSQ */ shader_glsl_rsq,
|
---|
5111 | /* WINED3DSIH_SETP */ NULL,
|
---|
5112 | /* WINED3DSIH_SGE */ shader_glsl_compare,
|
---|
5113 | /* WINED3DSIH_SGN */ shader_glsl_sgn,
|
---|
5114 | /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
|
---|
5115 | /* WINED3DSIH_SLT */ shader_glsl_compare,
|
---|
5116 | /* WINED3DSIH_SUB */ shader_glsl_arith,
|
---|
5117 | /* WINED3DSIH_TEX */ shader_glsl_tex,
|
---|
5118 | /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
|
---|
5119 | /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
|
---|
5120 | /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
|
---|
5121 | /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
|
---|
5122 | /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
|
---|
5123 | /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
|
---|
5124 | /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
|
---|
5125 | /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
|
---|
5126 | /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
|
---|
5127 | /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
|
---|
5128 | /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
|
---|
5129 | /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
|
---|
5130 | /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
|
---|
5131 | /* WINED3DSIH_TEXM3x3DIFF */ NULL,
|
---|
5132 | /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
|
---|
5133 | /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
|
---|
5134 | /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
|
---|
5135 | /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
|
---|
5136 | /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
|
---|
5137 | /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
|
---|
5138 | /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
|
---|
5139 | };
|
---|
5140 |
|
---|
5141 | static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
|
---|
5142 | SHADER_HANDLER hw_fct;
|
---|
5143 |
|
---|
5144 | /* Select handler */
|
---|
5145 | hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
|
---|
5146 |
|
---|
5147 | /* Unhandled opcode */
|
---|
5148 | if (!hw_fct)
|
---|
5149 | {
|
---|
5150 | FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
|
---|
5151 | return;
|
---|
5152 | }
|
---|
5153 | hw_fct(ins);
|
---|
5154 |
|
---|
5155 | shader_glsl_add_instruction_modifiers(ins);
|
---|
5156 | }
|
---|
5157 |
|
---|
5158 | const shader_backend_t glsl_shader_backend = {
|
---|
5159 | shader_glsl_handle_instruction,
|
---|
5160 | shader_glsl_select,
|
---|
5161 | shader_glsl_select_depth_blt,
|
---|
5162 | shader_glsl_deselect_depth_blt,
|
---|
5163 | shader_glsl_update_float_vertex_constants,
|
---|
5164 | shader_glsl_update_float_pixel_constants,
|
---|
5165 | shader_glsl_load_constants,
|
---|
5166 | shader_glsl_load_np2fixup_constants,
|
---|
5167 | shader_glsl_destroy,
|
---|
5168 | shader_glsl_alloc,
|
---|
5169 | shader_glsl_free,
|
---|
5170 | shader_glsl_dirty_const,
|
---|
5171 | shader_glsl_get_caps,
|
---|
5172 | shader_glsl_color_fixup_supported,
|
---|
5173 | };
|
---|