| /* |
| * GLSL pixel and vertex shader implementation |
| * |
| * Copyright 2006 Jason Green |
| * Copyright 2006-2007 Henri Verbeet |
| * Copyright 2007-2008 Stefan Dösinger for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| /* |
| * D3D shader asm has swizzles on source parameters, and write masks for |
| * destination parameters. GLSL uses swizzles for both. The result of this is |
| * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL. |
| * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write |
| * mask for the destination parameter into account. |
| */ |
| |
| #include "config.h" |
| #include <stdio.h> |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); |
| WINE_DECLARE_DEBUG_CHANNEL(d3d_constants); |
| WINE_DECLARE_DEBUG_CHANNEL(d3d_caps); |
| |
| #define GLINFO_LOCATION (*gl_info) |
| |
| typedef struct { |
| char reg_name[150]; |
| char mask_str[6]; |
| } glsl_dst_param_t; |
| |
| typedef struct { |
| char reg_name[150]; |
| char param_str[100]; |
| } glsl_src_param_t; |
| |
| typedef struct { |
| const char *name; |
| DWORD coord_mask; |
| } glsl_sample_function_t; |
| |
| /* GLSL shader private data */ |
| struct shader_glsl_priv { |
| struct hash_table_t *glsl_program_lookup; |
| struct glsl_shader_prog_link *glsl_program; |
| GLhandleARB depth_blt_glsl_program_id; |
| }; |
| |
| /* Struct to maintain data about a linked GLSL program */ |
| struct glsl_shader_prog_link { |
| struct list vshader_entry; |
| struct list pshader_entry; |
| GLhandleARB programId; |
| GLhandleARB *vuniformF_locations; |
| GLhandleARB *puniformF_locations; |
| GLhandleARB vuniformI_locations[MAX_CONST_I]; |
| GLhandleARB puniformI_locations[MAX_CONST_I]; |
| GLhandleARB posFixup_location; |
| GLhandleARB bumpenvmat_location[MAX_TEXTURES]; |
| GLhandleARB luminancescale_location[MAX_TEXTURES]; |
| GLhandleARB luminanceoffset_location[MAX_TEXTURES]; |
| GLhandleARB srgb_comparison_location; |
| GLhandleARB srgb_mul_low_location; |
| GLhandleARB ycorrection_location; |
| GLenum vertex_color_clamp; |
| GLhandleARB vshader; |
| GLhandleARB pshader; |
| }; |
| |
| typedef struct { |
| GLhandleARB vshader; |
| GLhandleARB pshader; |
| } glsl_program_key_t; |
| |
| |
| /** Prints the GLSL info log which will contain error messages if they exist */ |
| static void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) { |
| int infologLength = 0; |
| char *infoLog; |
| int i; |
| BOOL is_spam; |
| |
| const char *spam[] = { |
| "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */ |
| "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */ |
| "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */ |
| "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */ |
| "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */ |
| "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */ |
| "Fragment shader was successfully compiled to run on hardware.\nWARNING: 0:1: extension 'GL_ARB_draw_buffers' is not supported", |
| "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */ |
| "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */ |
| "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */ |
| }; |
| |
| GL_EXTCALL(glGetObjectParameterivARB(obj, |
| GL_OBJECT_INFO_LOG_LENGTH_ARB, |
| &infologLength)); |
| |
| /* A size of 1 is just a null-terminated string, so the log should be bigger than |
| * that if there are errors. */ |
| if (infologLength > 1) |
| { |
| /* Fglrx doesn't terminate the string properly, but it tells us the proper length. |
| * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes |
| */ |
| infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength); |
| GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog)); |
| is_spam = FALSE; |
| |
| for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) { |
| if(strcmp(infoLog, spam[i]) == 0) { |
| is_spam = TRUE; |
| break; |
| } |
| } |
| if(is_spam) { |
| TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog)); |
| } else { |
| FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog)); |
| } |
| HeapFree(GetProcessHeap(), 0, infoLog); |
| } |
| } |
| |
| /** |
| * Loads (pixel shader) samplers |
| */ |
| static void shader_glsl_load_psamplers( |
| WineD3D_GL_Info *gl_info, |
| IWineD3DStateBlock* iface, |
| GLhandleARB programId) { |
| |
| IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface; |
| GLhandleARB name_loc; |
| int i; |
| char sampler_name[20]; |
| |
| for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) { |
| snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i); |
| name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name)); |
| if (name_loc != -1) { |
| int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i]; |
| if (mapped_unit != -1 && mapped_unit < GL_LIMITS(fragment_samplers)) { |
| TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit); |
| GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit)); |
| checkGLcall("glUniform1iARB"); |
| } else { |
| ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit); |
| } |
| } |
| } |
| } |
| |
| static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface, GLhandleARB programId) { |
| IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface; |
| GLhandleARB name_loc; |
| char sampler_name[20]; |
| int i; |
| |
| for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) { |
| snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i); |
| name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name)); |
| if (name_loc != -1) { |
| int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i]; |
| if (mapped_unit != -1 && mapped_unit < GL_LIMITS(combined_samplers)) { |
| TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit); |
| GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit)); |
| checkGLcall("glUniform1iARB"); |
| } else { |
| ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit); |
| } |
| } |
| } |
| } |
| |
| /** |
| * Loads floating point constants (aka uniforms) into the currently set GLSL program. |
| * When constant_list == NULL, it will load all the constants. |
| */ |
| static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, |
| unsigned int max_constants, float* constants, GLhandleARB *constant_locations, |
| struct list *constant_list) { |
| constants_entry *constant; |
| local_constant* lconst; |
| GLhandleARB tmp_loc; |
| DWORD i, j, k; |
| DWORD *idx; |
| |
| if (TRACE_ON(d3d_shader)) { |
| LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) { |
| idx = constant->idx; |
| j = constant->count; |
| while (j--) { |
| i = *idx++; |
| tmp_loc = constant_locations[i]; |
| if (tmp_loc != -1) { |
| TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i, |
| constants[i * 4 + 0], constants[i * 4 + 1], |
| constants[i * 4 + 2], constants[i * 4 + 3]); |
| } |
| } |
| } |
| } |
| |
| /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */ |
| if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 && |
| shader_is_pshader_version(This->baseShader.hex_version)) { |
| float lcl_const[4]; |
| |
| LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) { |
| idx = constant->idx; |
| j = constant->count; |
| while (j--) { |
| i = *idx++; |
| tmp_loc = constant_locations[i]; |
| if (tmp_loc != -1) { |
| /* We found this uniform name in the program - go ahead and send the data */ |
| k = i * 4; |
| if(constants[k + 0] < -1.0) lcl_const[0] = -1.0; |
| else if(constants[k + 0] > 1.0) lcl_const[0] = 1.0; |
| else lcl_const[0] = constants[k + 0]; |
| if(constants[k + 1] < -1.0) lcl_const[1] = -1.0; |
| else if(constants[k + 1] > 1.0) lcl_const[1] = 1.0; |
| else lcl_const[1] = constants[k + 1]; |
| if(constants[k + 2] < -1.0) lcl_const[2] = -1.0; |
| else if(constants[k + 2] > 1.0) lcl_const[2] = 1.0; |
| else lcl_const[2] = constants[k + 2]; |
| if(constants[k + 3] < -1.0) lcl_const[3] = -1.0; |
| else if(constants[k + 3] > 1.0) lcl_const[3] = 1.0; |
| else lcl_const[3] = constants[k + 3]; |
| |
| GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, lcl_const)); |
| } |
| } |
| } |
| } else { |
| LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) { |
| idx = constant->idx; |
| j = constant->count; |
| while (j--) { |
| i = *idx++; |
| tmp_loc = constant_locations[i]; |
| if (tmp_loc != -1) { |
| /* We found this uniform name in the program - go ahead and send the data */ |
| GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4))); |
| } |
| } |
| } |
| } |
| checkGLcall("glUniform4fvARB()"); |
| |
| if(!This->baseShader.load_local_constsF) { |
| TRACE("No need to load local float constants for this shader\n"); |
| return; |
| } |
| |
| /* Load immediate constants */ |
| if (TRACE_ON(d3d_shader)) { |
| LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { |
| tmp_loc = constant_locations[lconst->idx]; |
| if (tmp_loc != -1) { |
| GLfloat* values = (GLfloat*)lconst->value; |
| TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx, |
| values[0], values[1], values[2], values[3]); |
| } |
| } |
| } |
| /* Immediate constants are clamped to [-1;1] at shader creation time if needed */ |
| LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { |
| tmp_loc = constant_locations[lconst->idx]; |
| if (tmp_loc != -1) { |
| /* We found this uniform name in the program - go ahead and send the data */ |
| GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value)); |
| } |
| } |
| checkGLcall("glUniform4fvARB()"); |
| } |
| |
| /** |
| * Loads integer constants (aka uniforms) into the currently set GLSL program. |
| * When @constants_set == NULL, it will load all the constants. |
| */ |
| static void shader_glsl_load_constantsI( |
| IWineD3DBaseShaderImpl* This, |
| WineD3D_GL_Info *gl_info, |
| GLhandleARB programId, |
| GLhandleARB locations[MAX_CONST_I], |
| unsigned max_constants, |
| int* constants, |
| BOOL* constants_set) { |
| |
| int i; |
| struct list* ptr; |
| |
| for (i=0; i<max_constants; ++i) { |
| if (NULL == constants_set || constants_set[i]) { |
| |
| TRACE_(d3d_constants)("Loading constants %i: %i, %i, %i, %i\n", |
| i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]); |
| |
| /* We found this uniform name in the program - go ahead and send the data */ |
| GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4])); |
| checkGLcall("glUniform4ivARB"); |
| } |
| } |
| |
| /* Load immediate constants */ |
| ptr = list_head(&This->baseShader.constantsI); |
| while (ptr) { |
| local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry); |
| unsigned int idx = lconst->idx; |
| GLint* values = (GLint*) lconst->value; |
| |
| TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx, |
| values[0], values[1], values[2], values[3]); |
| |
| /* We found this uniform name in the program - go ahead and send the data */ |
| GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values)); |
| checkGLcall("glUniform4ivARB"); |
| ptr = list_next(&This->baseShader.constantsI, ptr); |
| } |
| } |
| |
| /** |
| * Loads boolean constants (aka uniforms) into the currently set GLSL program. |
| * When @constants_set == NULL, it will load all the constants. |
| */ |
| static void shader_glsl_load_constantsB( |
| IWineD3DBaseShaderImpl* This, |
| WineD3D_GL_Info *gl_info, |
| GLhandleARB programId, |
| unsigned max_constants, |
| BOOL* constants, |
| BOOL* constants_set) { |
| |
| GLhandleARB tmp_loc; |
| int i; |
| char tmp_name[8]; |
| char is_pshader = shader_is_pshader_version(This->baseShader.hex_version); |
| const char* prefix = is_pshader? "PB":"VB"; |
| struct list* ptr; |
| |
| for (i=0; i<max_constants; ++i) { |
| if (NULL == constants_set || constants_set[i]) { |
| |
| TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]); |
| |
| /* TODO: Benchmark and see if it would be beneficial to store the |
| * locations of the constants to avoid looking up each time */ |
| snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i); |
| tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name)); |
| if (tmp_loc != -1) { |
| /* We found this uniform name in the program - go ahead and send the data */ |
| GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i])); |
| checkGLcall("glUniform1ivARB"); |
| } |
| } |
| } |
| |
| /* Load immediate constants */ |
| ptr = list_head(&This->baseShader.constantsB); |
| while (ptr) { |
| local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry); |
| unsigned int idx = lconst->idx; |
| GLint* values = (GLint*) lconst->value; |
| |
| TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]); |
| |
| snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx); |
| tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name)); |
| if (tmp_loc != -1) { |
| /* We found this uniform name in the program - go ahead and send the data */ |
| GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values)); |
| checkGLcall("glUniform1ivARB"); |
| } |
| ptr = list_next(&This->baseShader.constantsB, ptr); |
| } |
| } |
| |
| |
| |
| /** |
| * Loads the app-supplied constants into the currently set GLSL program. |
| */ |
| static void shader_glsl_load_constants( |
| IWineD3DDevice* device, |
| char usePixelShader, |
| char useVertexShader) { |
| |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device; |
| struct shader_glsl_priv *priv = (struct shader_glsl_priv *)deviceImpl->shader_priv; |
| IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock; |
| WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; |
| |
| GLhandleARB *constant_locations; |
| struct list *constant_list; |
| GLhandleARB programId; |
| struct glsl_shader_prog_link *prog = priv->glsl_program; |
| unsigned int i; |
| |
| if (!prog) { |
| /* No GLSL program set - nothing to do. */ |
| return; |
| } |
| programId = prog->programId; |
| |
| if (useVertexShader) { |
| IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader; |
| |
| constant_locations = prog->vuniformF_locations; |
| constant_list = &stateBlock->set_vconstantsF; |
| |
| /* Load DirectX 9 float constants/uniforms for vertex shader */ |
| shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF), |
| stateBlock->vertexShaderConstantF, constant_locations, constant_list); |
| |
| /* Load DirectX 9 integer constants/uniforms for vertex shader */ |
| shader_glsl_load_constantsI(vshader, gl_info, programId, |
| prog->vuniformI_locations, MAX_CONST_I, |
| stateBlock->vertexShaderConstantI, |
| stateBlock->changed.vertexShaderConstantsI); |
| |
| /* Load DirectX 9 boolean constants/uniforms for vertex shader */ |
| shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B, |
| stateBlock->vertexShaderConstantB, |
| stateBlock->changed.vertexShaderConstantsB); |
| |
| /* Upload the position fixup params */ |
| GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0])); |
| checkGLcall("glUniform4fvARB"); |
| } |
| |
| if (usePixelShader) { |
| |
| IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader; |
| |
| constant_locations = prog->puniformF_locations; |
| constant_list = &stateBlock->set_pconstantsF; |
| |
| /* Load DirectX 9 float constants/uniforms for pixel shader */ |
| shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF), |
| stateBlock->pixelShaderConstantF, constant_locations, constant_list); |
| |
| /* Load DirectX 9 integer constants/uniforms for pixel shader */ |
| shader_glsl_load_constantsI(pshader, gl_info, programId, |
| prog->puniformI_locations, MAX_CONST_I, |
| stateBlock->pixelShaderConstantI, |
| stateBlock->changed.pixelShaderConstantsI); |
| |
| /* Load DirectX 9 boolean constants/uniforms for pixel shader */ |
| shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B, |
| stateBlock->pixelShaderConstantB, |
| stateBlock->changed.pixelShaderConstantsB); |
| |
| /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from. |
| * It can't be 0 for a valid texbem instruction. |
| */ |
| for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) { |
| IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader; |
| int stage = ps->luminanceconst[i].texunit; |
| |
| float *data = (float *) &stateBlock->textureState[(int) ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00]; |
| GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data)); |
| checkGLcall("glUniformMatrix2fvARB"); |
| |
| /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat |
| * is set too, so we can check that in the needsbumpmat check |
| */ |
| if(ps->baseShader.reg_maps.luminanceparams[stage]) { |
| GLfloat *scale = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]; |
| GLfloat *offset = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]; |
| |
| GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale)); |
| checkGLcall("glUniform1fvARB"); |
| GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset)); |
| checkGLcall("glUniform1fvARB"); |
| } |
| } |
| |
| if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled && |
| !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) { |
| float comparison[4]; |
| float mul_low[4]; |
| |
| if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) { |
| comparison[0] = srgb_cmp; comparison[1] = srgb_cmp; |
| comparison[2] = srgb_cmp; comparison[3] = srgb_cmp; |
| |
| mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low; |
| mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low; |
| } else { |
| comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0; |
| comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0; |
| |
| mul_low[0] = 1.0; mul_low[1] = 1.0; |
| mul_low[2] = 1.0; mul_low[3] = 1.0; |
| } |
| |
| GL_EXTCALL(glUniform4fvARB(prog->srgb_comparison_location, 1, comparison)); |
| GL_EXTCALL(glUniform4fvARB(prog->srgb_mul_low_location, 1, mul_low)); |
| } |
| if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) { |
| float correction_params[4]; |
| if(deviceImpl->render_offscreen) { |
| correction_params[0] = 0.0; |
| correction_params[1] = 1.0; |
| } else { |
| /* position is window relative, not viewport relative */ |
| correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height; |
| correction_params[1] = -1.0; |
| } |
| GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params)); |
| } |
| } |
| } |
| |
| /** Generate the variable & register declarations for the GLSL output target */ |
| static void shader_generate_glsl_declarations( |
| IWineD3DBaseShader *iface, |
| shader_reg_maps* reg_maps, |
| SHADER_BUFFER* buffer, |
| WineD3D_GL_Info* gl_info) { |
| |
| IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; |
| IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; |
| int i; |
| unsigned int extra_constants_needed = 0; |
| local_constant* lconst; |
| |
| /* There are some minor differences between pixel and vertex shaders */ |
| char pshader = shader_is_pshader_version(This->baseShader.hex_version); |
| char prefix = pshader ? 'P' : 'V'; |
| |
| /* Prototype the subroutines */ |
| for (i = 0; i < This->baseShader.limits.label; i++) { |
| if (reg_maps->labels[i]) |
| shader_addline(buffer, "void subroutine%u();\n", i); |
| } |
| |
| /* Declare the constants (aka uniforms) */ |
| if (This->baseShader.limits.constant_float > 0) { |
| unsigned max_constantsF = min(This->baseShader.limits.constant_float, |
| (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF))); |
| shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF); |
| } |
| |
| if (This->baseShader.limits.constant_int > 0) |
| shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int); |
| |
| if (This->baseShader.limits.constant_bool > 0) |
| shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool); |
| |
| if(!pshader) { |
| shader_addline(buffer, "uniform vec4 posFixup;\n"); |
| /* Predeclaration; This function is added at link time based on the pixel shader. |
| * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have |
| * that. We know the input to the reorder function at vertex shader compile time, so |
| * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just |
| * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a |
| * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader |
| * it will write to the varying array. Here we depend on the shader optimizer on sorting that |
| * out. The nvidia driver only does that if the parameter is inout instead of out, hence the |
| * inout. |
| */ |
| if(This->baseShader.hex_version >= WINED3DVS_VERSION(3, 0)) { |
| shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT); |
| } else { |
| shader_addline(buffer, "void order_ps_input();\n"); |
| } |
| } else { |
| IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This; |
| |
| ps_impl->numbumpenvmatconsts = 0; |
| for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) { |
| if(!reg_maps->bumpmat[i]) { |
| continue; |
| } |
| |
| ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i; |
| shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i); |
| |
| if(reg_maps->luminanceparams) { |
| ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i; |
| shader_addline(buffer, "uniform float luminancescale%d;\n", i); |
| shader_addline(buffer, "uniform float luminanceoffset%d;\n", i); |
| extra_constants_needed++; |
| } else { |
| ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1; |
| } |
| |
| extra_constants_needed++; |
| ps_impl->numbumpenvmatconsts++; |
| } |
| |
| if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) { |
| ps_impl->srgb_enabled = 1; |
| if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) { |
| shader_addline(buffer, "uniform vec4 srgb_mul_low;\n"); |
| shader_addline(buffer, "uniform vec4 srgb_comparison;\n"); |
| ps_impl->srgb_mode_hardcoded = 0; |
| extra_constants_needed++; |
| } else { |
| ps_impl->srgb_mode_hardcoded = 1; |
| shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n", |
| srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low); |
| shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n", |
| srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp); |
| } |
| } else { |
| IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This; |
| |
| /* Do not write any srgb fixup into the shader to save shader size and processing time. |
| * As a consequence, we can't toggle srgb write on without recompilation |
| */ |
| ps_impl->srgb_enabled = 0; |
| ps_impl->srgb_mode_hardcoded = 1; |
| } |
| if(reg_maps->vpos || reg_maps->usesdsy) { |
| if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) { |
| shader_addline(buffer, "uniform vec4 ycorrection;\n"); |
| ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1; |
| extra_constants_needed++; |
| } else { |
| /* This happens because we do not have proper tracking of the constant registers that are |
| * actually used, only the max limit of the shader version |
| */ |
| FIXME("Cannot find a free uniform for vpos correction params\n"); |
| shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n", |
| device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height, |
| device->render_offscreen ? 1.0 : -1.0); |
| } |
| shader_addline(buffer, "vec4 vpos;\n"); |
| } |
| } |
| |
| /* Declare texture samplers */ |
| for (i = 0; i < This->baseShader.limits.sampler; i++) { |
| if (reg_maps->samplers[i]) { |
| |
| DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK; |
| switch (stype) { |
| |
| case WINED3DSTT_1D: |
| shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i); |
| break; |
| case WINED3DSTT_2D: |
| if(device->stateBlock->textures[i] && |
| IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) { |
| shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i); |
| } else { |
| shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i); |
| } |
| break; |
| case WINED3DSTT_CUBE: |
| shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i); |
| break; |
| case WINED3DSTT_VOLUME: |
| shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i); |
| break; |
| default: |
| shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i); |
| FIXME("Unrecognized sampler type: %#x\n", stype); |
| break; |
| } |
| } |
| } |
| |
| /* Declare address variables */ |
| for (i = 0; i < This->baseShader.limits.address; i++) { |
| if (reg_maps->address[i]) |
| shader_addline(buffer, "ivec4 A%d;\n", i); |
| } |
| |
| /* Declare texture coordinate temporaries and initialize them */ |
| for (i = 0; i < This->baseShader.limits.texcoord; i++) { |
| if (reg_maps->texcoord[i]) |
| shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i); |
| } |
| |
| /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the |
| * helper function shader that is linked in at link time |
| */ |
| if(pshader && This->baseShader.hex_version >= WINED3DPS_VERSION(3, 0)) { |
| if(use_vs(device)) { |
| shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4); |
| } else { |
| /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed. |
| * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the |
| * pixel shader that reads the fixed function color into the packed input registers. |
| */ |
| shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4); |
| } |
| } |
| |
| /* Declare output register temporaries */ |
| if(This->baseShader.limits.packed_output) { |
| shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output); |
| } |
| |
| /* Declare temporary variables */ |
| for(i = 0; i < This->baseShader.limits.temporary; i++) { |
| if (reg_maps->temporary[i]) |
| shader_addline(buffer, "vec4 R%u;\n", i); |
| } |
| |
| /* Declare attributes */ |
| for (i = 0; i < This->baseShader.limits.attributes; i++) { |
| if (reg_maps->attributes[i]) |
| shader_addline(buffer, "attribute vec4 attrib%i;\n", i); |
| } |
| |
| /* Declare loop registers aLx */ |
| for (i = 0; i < reg_maps->loop_depth; i++) { |
| shader_addline(buffer, "int aL%u;\n", i); |
| shader_addline(buffer, "int tmpInt%u;\n", i); |
| } |
| |
| /* Temporary variables for matrix operations */ |
| shader_addline(buffer, "vec4 tmp0;\n"); |
| shader_addline(buffer, "vec4 tmp1;\n"); |
| |
| /* Local constants use a different name so they can be loaded once at shader link time |
| * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the |
| * float -> string conversion can cause precision loss. |
| */ |
| if(!This->baseShader.load_local_constsF) { |
| LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { |
| shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx); |
| } |
| } |
| |
| /* Start the main program */ |
| shader_addline(buffer, "void main() {\n"); |
| if(pshader && reg_maps->vpos) { |
| /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes |
| * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do |
| * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes |
| * precision troubles when we just substract 0.5. |
| * |
| * To deal with that just floor() the position. This will eliminate the fraction on all cards. |
| * |
| * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11. |
| * |
| * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat |
| * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though |
| * coordinates specify the pixel centers instead of the pixel corners. This code will behave |
| * correctly on drivers that returns integer values. |
| */ |
| shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n"); |
| } |
| } |
| |
| /***************************************************************************** |
| * Functions to generate GLSL strings from DirectX Shader bytecode begin here. |
| * |
| * For more information, see http://wiki.winehq.org/DirectX-Shaders |
| ****************************************************************************/ |
| |
| /* Prototypes */ |
| static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param, |
| const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param); |
| |
| /** Used for opcode modifiers - They multiply the result by the specified amount */ |
| static const char * const shift_glsl_tab[] = { |
| "", /* 0 (none) */ |
| "2.0 * ", /* 1 (x2) */ |
| "4.0 * ", /* 2 (x4) */ |
| "8.0 * ", /* 3 (x8) */ |
| "16.0 * ", /* 4 (x16) */ |
| "32.0 * ", /* 5 (x32) */ |
| "", /* 6 (x64) */ |
| "", /* 7 (x128) */ |
| "", /* 8 (d256) */ |
| "", /* 9 (d128) */ |
| "", /* 10 (d64) */ |
| "", /* 11 (d32) */ |
| "0.0625 * ", /* 12 (d16) */ |
| "0.125 * ", /* 13 (d8) */ |
| "0.25 * ", /* 14 (d4) */ |
| "0.5 * " /* 15 (d2) */ |
| }; |
| |
| /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */ |
| static void shader_glsl_gen_modifier ( |
| const DWORD instr, |
| const char *in_reg, |
| const char *in_regswizzle, |
| char *out_str) { |
| |
| out_str[0] = 0; |
| |
| if (instr == WINED3DSIO_TEXKILL) |
| return; |
| |
| switch (instr & WINED3DSP_SRCMOD_MASK) { |
| case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */ |
| case WINED3DSPSM_DW: |
| case WINED3DSPSM_NONE: |
| sprintf(out_str, "%s%s", in_reg, in_regswizzle); |
| break; |
| case WINED3DSPSM_NEG: |
| sprintf(out_str, "-%s%s", in_reg, in_regswizzle); |
| break; |
| case WINED3DSPSM_NOT: |
| sprintf(out_str, "!%s%s", in_reg, in_regswizzle); |
| break; |
| case WINED3DSPSM_BIAS: |
| sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle); |
| break; |
| case WINED3DSPSM_BIASNEG: |
| sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle); |
| break; |
| case WINED3DSPSM_SIGN: |
| sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle); |
| break; |
| case WINED3DSPSM_SIGNNEG: |
| sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle); |
| break; |
| case WINED3DSPSM_COMP: |
| sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle); |
| break; |
| case WINED3DSPSM_X2: |
| sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle); |
| break; |
| case WINED3DSPSM_X2NEG: |
| sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle); |
| break; |
| case WINED3DSPSM_ABS: |
| sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle); |
| break; |
| case WINED3DSPSM_ABSNEG: |
| sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle); |
| break; |
| default: |
| FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK)); |
| sprintf(out_str, "%s%s", in_reg, in_regswizzle); |
| } |
| } |
| |
| /** Writes the GLSL variable name that corresponds to the register that the |
| * DX opcode parameter is trying to access */ |
| static void shader_glsl_get_register_name( |
| const DWORD param, |
| const DWORD addr_token, |
| char* regstr, |
| BOOL* is_color, |
| SHADER_OPCODE_ARG* arg) { |
| |
| /* oPos, oFog and oPts in D3D */ |
| static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" }; |
| |
| DWORD reg = param & WINED3DSP_REGNUM_MASK; |
| DWORD regtype = shader_get_regtype(param); |
| IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader; |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; |
| WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info; |
| |
| char pshader = shader_is_pshader_version(This->baseShader.hex_version); |
| char tmpStr[150]; |
| |
| *is_color = FALSE; |
| |
| switch (regtype) { |
| case WINED3DSPR_TEMP: |
| sprintf(tmpStr, "R%u", reg); |
| break; |
| case WINED3DSPR_INPUT: |
| if (pshader) { |
| /* Pixel shaders >= 3.0 */ |
| if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) { |
| DWORD in_count = GL_LIMITS(glsl_varyings) / 4; |
| |
| if (param & WINED3DSHADER_ADDRMODE_RELATIVE) { |
| glsl_src_param_t rel_param; |
| shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param); |
| |
| /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP |
| * operation there |
| */ |
| if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) { |
| if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) { |
| sprintf(tmpStr, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])", |
| rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count - 1, |
| rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count, |
| rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]); |
| } else { |
| sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]); |
| } |
| } else { |
| if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) { |
| sprintf(tmpStr, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])", |
| rel_param.param_str, in_count - 1, |
| rel_param.param_str, in_count, |
| rel_param.param_str); |
| } else { |
| sprintf(tmpStr, "IN[%s]", rel_param.param_str); |
| } |
| } |
| } else { |
| DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]; |
| if (idx == in_count) { |
| sprintf(tmpStr, "gl_Color"); |
| } else if (idx == in_count + 1) { |
| sprintf(tmpStr, "gl_SecondaryColor"); |
| } else { |
| sprintf(tmpStr, "IN[%u]", idx); |
| } |
| } |
| } else { |
| if (reg==0) |
| strcpy(tmpStr, "gl_Color"); |
| else |
| strcpy(tmpStr, "gl_SecondaryColor"); |
| } |
| } else { |
| if (vshader_input_is_color((IWineD3DVertexShader*) This, reg)) |
| *is_color = TRUE; |
| sprintf(tmpStr, "attrib%u", reg); |
| } |
| break; |
| case WINED3DSPR_CONST: |
| { |
| const char prefix = pshader? 'P':'V'; |
| |
| /* Relative addressing */ |
| if (param & WINED3DSHADER_ADDRMODE_RELATIVE) { |
| |
| /* Relative addressing on shaders 2.0+ have a relative address token, |
| * prior to that, it was hard-coded as "A0.x" because there's only 1 register */ |
| if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) { |
| glsl_src_param_t rel_param; |
| shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param); |
| if(reg) { |
| sprintf(tmpStr, "%cC[%s + %u]", prefix, rel_param.param_str, reg); |
| } else { |
| sprintf(tmpStr, "%cC[%s]", prefix, rel_param.param_str); |
| } |
| } else { |
| if(reg) { |
| sprintf(tmpStr, "%cC[A0.x + %u]", prefix, reg); |
| } else { |
| sprintf(tmpStr, "%cC[A0.x]", prefix); |
| } |
| } |
| |
| } else { |
| if(shader_constant_is_local(This, reg)) { |
| sprintf(tmpStr, "%cLC%u", prefix, reg); |
| } else { |
| sprintf(tmpStr, "%cC[%u]", prefix, reg); |
| } |
| } |
| |
| break; |
| } |
| case WINED3DSPR_CONSTINT: |
| if (pshader) |
| sprintf(tmpStr, "PI[%u]", reg); |
| else |
| sprintf(tmpStr, "VI[%u]", reg); |
| break; |
| case WINED3DSPR_CONSTBOOL: |
| if (pshader) |
| sprintf(tmpStr, "PB[%u]", reg); |
| else |
| sprintf(tmpStr, "VB[%u]", reg); |
| break; |
| case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */ |
| if (pshader) { |
| sprintf(tmpStr, "T%u", reg); |
| } else { |
| sprintf(tmpStr, "A%u", reg); |
| } |
| break; |
| case WINED3DSPR_LOOP: |
| sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1); |
| break; |
| case WINED3DSPR_SAMPLER: |
| if (pshader) |
| sprintf(tmpStr, "Psampler%u", reg); |
| else |
| sprintf(tmpStr, "Vsampler%u", reg); |
| break; |
| case WINED3DSPR_COLOROUT: |
| if (reg >= GL_LIMITS(buffers)) { |
| WARN("Write to render target %u, only %d supported\n", reg, 4); |
| } |
| if (GL_SUPPORT(ARB_DRAW_BUFFERS)) { |
| sprintf(tmpStr, "gl_FragData[%u]", reg); |
| } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */ |
| sprintf(tmpStr, "gl_FragColor"); |
| } |
| break; |
| case WINED3DSPR_RASTOUT: |
| sprintf(tmpStr, "%s", hwrastout_reg_names[reg]); |
| break; |
| case WINED3DSPR_DEPTHOUT: |
| sprintf(tmpStr, "gl_FragDepth"); |
| break; |
| case WINED3DSPR_ATTROUT: |
| if (reg == 0) { |
| sprintf(tmpStr, "gl_FrontColor"); |
| } else { |
| sprintf(tmpStr, "gl_FrontSecondaryColor"); |
| } |
| break; |
| case WINED3DSPR_TEXCRDOUT: |
| /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */ |
| if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) |
| sprintf(tmpStr, "OUT[%u]", reg); |
| else |
| sprintf(tmpStr, "gl_TexCoord[%u]", reg); |
| break; |
| case WINED3DSPR_MISCTYPE: |
| if (reg == 0) { |
| /* vPos */ |
| sprintf(tmpStr, "vpos"); |
| } else if (reg == 1){ |
| /* Note that gl_FrontFacing is a bool, while vFace is |
| * a float for which the sign determines front/back |
| */ |
| sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)"); |
| } else { |
| FIXME("Unhandled misctype register %d\n", reg); |
| sprintf(tmpStr, "unrecognized_register"); |
| } |
| break; |
| default: |
| FIXME("Unhandled register name Type(%d)\n", regtype); |
| sprintf(tmpStr, "unrecognized_register"); |
| break; |
| } |
| |
| strcat(regstr, tmpStr); |
| } |
| |
| /* Get the GLSL write mask for the destination register */ |
| static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) { |
| char *ptr = write_mask; |
| DWORD mask = param & WINED3DSP_WRITEMASK_ALL; |
| |
| if (shader_is_scalar(param)) { |
| mask = WINED3DSP_WRITEMASK_0; |
| } else { |
| *ptr++ = '.'; |
| if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x'; |
| if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y'; |
| if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z'; |
| if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w'; |
| } |
| |
| *ptr = '\0'; |
| |
| return mask; |
| } |
| |
| static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) { |
| unsigned int size = 0; |
| |
| if (write_mask & WINED3DSP_WRITEMASK_0) ++size; |
| if (write_mask & WINED3DSP_WRITEMASK_1) ++size; |
| if (write_mask & WINED3DSP_WRITEMASK_2) ++size; |
| if (write_mask & WINED3DSP_WRITEMASK_3) ++size; |
| |
| return size; |
| } |
| |
| static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) { |
| /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra", |
| * but addressed as "rgba". To fix this we need to swap the register's x |
| * and z components. */ |
| DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT; |
| const char *swizzle_chars = fixup ? "zyxw" : "xyzw"; |
| char *ptr = swizzle_str; |
| |
| if (!shader_is_scalar(param)) { |
| *ptr++ = '.'; |
| /* swizzle bits fields: wwzzyyxx */ |
| if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03]; |
| if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03]; |
| if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03]; |
| if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03]; |
| } |
| |
| *ptr = '\0'; |
| } |
| |
| /* From a given parameter token, generate the corresponding GLSL string. |
| * Also, return the actual register name and swizzle in case the |
| * caller needs this information as well. */ |
| static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param, |
| const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param) { |
| BOOL is_color = FALSE; |
| char swizzle_str[6]; |
| |
| src_param->reg_name[0] = '\0'; |
| src_param->param_str[0] = '\0'; |
| swizzle_str[0] = '\0'; |
| |
| shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg); |
| |
| shader_glsl_get_swizzle(param, is_color, mask, swizzle_str); |
| shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str); |
| } |
| |
| /* From a given parameter token, generate the corresponding GLSL string. |
| * Also, return the actual register name and swizzle in case the |
| * caller needs this information as well. */ |
| static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param, |
| const DWORD addr_token, glsl_dst_param_t *dst_param) { |
| BOOL is_color = FALSE; |
| |
| dst_param->mask_str[0] = '\0'; |
| dst_param->reg_name[0] = '\0'; |
| |
| shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg); |
| return shader_glsl_get_write_mask(param, dst_param->mask_str); |
| } |
| |
| /* Append the destination part of the instruction to the buffer, return the effective write mask */ |
| static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg, const DWORD param) { |
| glsl_dst_param_t dst_param; |
| DWORD mask; |
| int shift; |
| |
| mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param); |
| |
| if(mask) { |
| shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; |
| shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]); |
| } |
| |
| return mask; |
| } |
| |
| /* Append the destination part of the instruction to the buffer, return the effective write mask */ |
| static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg) { |
| return shader_glsl_append_dst_ext(buffer, arg, arg->dst); |
| } |
| |
| /** Process GLSL instruction modifiers */ |
| void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) { |
| |
| DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK; |
| |
| if (arg->opcode->dst_token && mask != 0) { |
| glsl_dst_param_t dst_param; |
| |
| shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param); |
| |
| if (mask & WINED3DSPDM_SATURATE) { |
| /* _SAT means to clamp the value of the register to between 0 and 1 */ |
| shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name, |
| dst_param.mask_str, dst_param.reg_name, dst_param.mask_str); |
| } |
| if (mask & WINED3DSPDM_MSAMPCENTROID) { |
| FIXME("_centroid modifier not handled\n"); |
| } |
| if (mask & WINED3DSPDM_PARTIALPRECISION) { |
| /* MSDN says this modifier can be safely ignored, so that's what we'll do. */ |
| } |
| } |
| } |
| |
| static inline const char* shader_get_comp_op( |
| const DWORD opcode) { |
| |
| DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT; |
| switch (op) { |
| case COMPARISON_GT: return ">"; |
| case COMPARISON_EQ: return "=="; |
| case COMPARISON_GE: return ">="; |
| case COMPARISON_LT: return "<"; |
| case COMPARISON_NE: return "!="; |
| case COMPARISON_LE: return "<="; |
| default: |
| FIXME("Unrecognized comparison value: %u\n", op); |
| return "(\?\?)"; |
| } |
| } |
| |
| static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, glsl_sample_function_t *sample_function) { |
| /* Note that there's no such thing as a projected cube texture. */ |
| switch(sampler_type) { |
| case WINED3DSTT_1D: |
| sample_function->name = projected ? "texture1DProj" : "texture1D"; |
| sample_function->coord_mask = WINED3DSP_WRITEMASK_0; |
| break; |
| case WINED3DSTT_2D: |
| if(texrect) { |
| sample_function->name = projected ? "texture2DRectProj" : "texture2DRect"; |
| } else { |
| sample_function->name = projected ? "texture2DProj" : "texture2D"; |
| } |
| sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1; |
| break; |
| case WINED3DSTT_CUBE: |
| sample_function->name = "textureCube"; |
| sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| break; |
| case WINED3DSTT_VOLUME: |
| sample_function->name = projected ? "texture3DProj" : "texture3D"; |
| sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| break; |
| default: |
| sample_function->name = ""; |
| FIXME("Unrecognized sampler type: %#x;\n", sampler_type); |
| break; |
| } |
| } |
| |
| static void shader_glsl_color_correction(SHADER_OPCODE_ARG* arg) { |
| IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device; |
| WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; |
| glsl_dst_param_t dst_param; |
| glsl_dst_param_t dst_param2; |
| WINED3DFORMAT fmt; |
| WINED3DFORMAT conversion_group; |
| IWineD3DBaseTextureImpl *texture; |
| DWORD mask, mask_size; |
| UINT i; |
| BOOL recorded = FALSE; |
| DWORD sampler_idx; |
| DWORD hex_version = shader->baseShader.hex_version; |
| |
| switch(arg->opcode->opcode) { |
| case WINED3DSIO_TEX: |
| if (hex_version < WINED3DPS_VERSION(2,0)) { |
| sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; |
| } else { |
| sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK; |
| } |
| break; |
| |
| case WINED3DSIO_TEXLDL: |
| FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n"); |
| return; |
| |
| case WINED3DSIO_TEXDP3TEX: |
| case WINED3DSIO_TEXM3x3TEX: |
| case WINED3DSIO_TEXM3x3SPEC: |
| case WINED3DSIO_TEXM3x3VSPEC: |
| case WINED3DSIO_TEXBEM: |
| case WINED3DSIO_TEXREG2AR: |
| case WINED3DSIO_TEXREG2GB: |
| case WINED3DSIO_TEXREG2RGB: |
| sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; |
| break; |
| |
| default: |
| /* Not a texture sampling instruction, nothing to do */ |
| return; |
| }; |
| |
| texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx]; |
| if(texture) { |
| fmt = texture->resource.format; |
| conversion_group = texture->baseTexture.shader_conversion_group; |
| } else { |
| fmt = WINED3DFMT_UNKNOWN; |
| conversion_group = WINED3DFMT_UNKNOWN; |
| } |
| |
| /* before doing anything, record the sampler with the format in the format conversion list, |
| * but check if it's not there already |
| */ |
| for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) { |
| if(shader->baseShader.sampled_samplers[i] == sampler_idx) { |
| recorded = TRUE; |
| break; |
| } |
| } |
| if(!recorded) { |
| shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx; |
| shader->baseShader.num_sampled_samplers++; |
| shader->baseShader.sampled_format[sampler_idx] = conversion_group; |
| } |
| |
| switch(fmt) { |
| case WINED3DFMT_V8U8: |
| case WINED3DFMT_V16U16: |
| if(GL_SUPPORT(NV_TEXTURE_SHADER) || |
| (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) { |
| /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */ |
| mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_2, &dst_param); |
| mask_size = shader_glsl_get_write_mask_size(mask); |
| if(mask_size >= 3) { |
| shader_addline(arg->buffer, "%s.%c = 1.0;\n", dst_param.reg_name, dst_param.mask_str[3]); |
| } |
| } else { |
| /* Correct the sign, but leave the blue as it is - it was loaded correctly already */ |
| mask = shader_glsl_add_dst_param(arg, arg->dst, |
| WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, |
| &dst_param); |
| mask_size = shader_glsl_get_write_mask_size(mask); |
| if(mask_size >= 2) { |
| shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n", |
| dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2], |
| dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]); |
| } else if(mask_size == 1) { |
| shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str[1], |
| dst_param.reg_name, dst_param.mask_str[1]); |
| } |
| } |
| break; |
| |
| case WINED3DFMT_X8L8V8U8: |
| if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { |
| /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already, |
| * and a(X) is always 1.0 |
| */ |
| mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param); |
| mask_size = shader_glsl_get_write_mask_size(mask); |
| if(mask_size >= 2) { |
| shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n", |
| dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2], |
| dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]); |
| } else if(mask_size == 1) { |
| shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n", |
| dst_param.reg_name, dst_param.mask_str[1], |
| dst_param.reg_name, dst_param.mask_str[1]); |
| } |
| } |
| break; |
| |
| case WINED3DFMT_L6V5U5: |
| if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { |
| mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param); |
| mask_size = shader_glsl_get_write_mask_size(mask); |
| shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_2, &dst_param2); |
| if(mask_size >= 3) { |
| /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */ |
| shader_addline(arg->buffer, "tmp0.g = %s.%c;\n", |
| dst_param.reg_name, dst_param.mask_str[2]); |
| shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n", |
| dst_param.reg_name, dst_param.mask_str[2], dst_param.mask_str[1], |
| dst_param2.reg_name, dst_param.mask_str[1], dst_param.mask_str[3]); |
| shader_addline(arg->buffer, "%s.%c = tmp0.g;\n", dst_param.reg_name, |
| dst_param.mask_str[3]); |
| } else if(mask_size == 2) { |
| /* This is bad: We have VL, but we need VU */ |
| FIXME("2 components sampled from a converted L6V5U5 texture\n"); |
| } else { |
| shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n", |
| dst_param.reg_name, dst_param.mask_str[1], |
| dst_param2.reg_name, dst_param.mask_str[1]); |
| } |
| } |
| break; |
| |
| case WINED3DFMT_Q8W8V8U8: |
| if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { |
| /* Correct the sign in all channels. The writemask just applies as-is, no |
| * need for checking the mask size |
| */ |
| shader_glsl_add_dst_param(arg, arg->dst, |
| WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | |
| WINED3DSP_WRITEMASK_2 | WINED3DSP_WRITEMASK_3, |
| &dst_param); |
| shader_addline(arg->buffer, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str, |
| dst_param.reg_name, dst_param.mask_str); |
| } |
| break; |
| |
| case WINED3DFMT_ATI2N: |
| /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha, |
| * which means the first one is replicated across .rgb, and the 2nd one is in |
| * .a. We need the 2nd in .g |
| * |
| * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they |
| * are swapped compared to d3d. So swap red and green. |
| */ |
| mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param); |
| mask_size = shader_glsl_get_write_mask_size(mask); |
| if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) { |
| if(mask_size >= 2) { |
| shader_addline(arg->buffer, "%s.%c%c = %s.%c%c;\n", |
| dst_param.reg_name, dst_param.mask_str[1], |
| dst_param.mask_str[2], |
| dst_param.reg_name, dst_param.mask_str[2], |
| dst_param.mask_str[1]); |
| } else { |
| FIXME("%u components sampled from a converted ATI2N texture\n", mask_size); |
| } |
| } else { |
| if(mask_size == 4) { |
| /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */ |
| shader_addline(arg->buffer, "%s.%c = %s.%c;\n", |
| dst_param.reg_name, dst_param.mask_str[2], |
| dst_param.reg_name, dst_param.mask_str[4]); |
| } else if(mask_size == 1) { |
| /* Nothing to do */ |
| } else { |
| FIXME("%u components sampled from a converted ATI2N texture\n", mask_size); |
| /* This is bad: We have .r[gb], but we need .ra */ |
| } |
| } |
| break; |
| |
| /* stupid compiler */ |
| default: |
| break; |
| } |
| } |
| |
| /***************************************************************************** |
| * |
| * Begin processing individual instruction opcodes |
| * |
| ****************************************************************************/ |
| |
| /* Generate GLSL arithmetic functions (dst = src1 + src2) */ |
| void shader_glsl_arith(SHADER_OPCODE_ARG* arg) { |
| CONST SHADER_OPCODE* curOpcode = arg->opcode; |
| SHADER_BUFFER* buffer = arg->buffer; |
| glsl_src_param_t src0_param; |
| glsl_src_param_t src1_param; |
| DWORD write_mask; |
| char op; |
| |
| /* Determine the GLSL operator to use based on the opcode */ |
| switch (curOpcode->opcode) { |
| case WINED3DSIO_MUL: op = '*'; break; |
| case WINED3DSIO_ADD: op = '+'; break; |
| case WINED3DSIO_SUB: op = '-'; break; |
| default: |
| op = ' '; |
| FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name); |
| break; |
| } |
| |
| write_mask = shader_glsl_append_dst(buffer, arg); |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param); |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param); |
| shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str); |
| } |
| |
| /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */ |
| void shader_glsl_mov(SHADER_OPCODE_ARG* arg) { |
| IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; |
| SHADER_BUFFER* buffer = arg->buffer; |
| glsl_src_param_t src0_param; |
| DWORD write_mask; |
| |
| write_mask = shader_glsl_append_dst(buffer, arg); |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param); |
| |
| /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later |
| * shader versions WINED3DSIO_MOVA is used for this. */ |
| if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 && |
| !shader_is_pshader_version(shader->baseShader.hex_version) && |
| shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)) { |
| /* This is a simple floor() */ |
| unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask); |
| if (mask_size > 1) { |
| shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str); |
| } else { |
| shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str); |
| } |
| } else if(arg->opcode->opcode == WINED3DSIO_MOVA) { |
| /* We need to *round* to the nearest int here. */ |
| unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask); |
| if (mask_size > 1) { |
| shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size, src0_param.param_str, mask_size, src0_param.param_str); |
| } else { |
| shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str); |
| } |
| } else { |
| shader_addline(buffer, "%s);\n", src0_param.param_str); |
| } |
| } |
| |
| /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */ |
| void shader_glsl_dot(SHADER_OPCODE_ARG* arg) { |
| CONST SHADER_OPCODE* curOpcode = arg->opcode; |
| SHADER_BUFFER* buffer = arg->buffer; |
| glsl_src_param_t src0_param; |
| glsl_src_param_t src1_param; |
| DWORD dst_write_mask, src_write_mask; |
| unsigned int dst_size = 0; |
| |
| dst_write_mask = shader_glsl_append_dst(buffer, arg); |
| dst_size = shader_glsl_get_write_mask_size(dst_write_mask); |
| |
| /* dp3 works on vec3, dp4 on vec4 */ |
| if (curOpcode->opcode == WINED3DSIO_DP4) { |
| src_write_mask = WINED3DSP_WRITEMASK_ALL; |
| } else { |
| src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| } |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param); |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param); |
| |
| if (dst_size > 1) { |
| shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str); |
| } else { |
| shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str); |
| } |
| } |
| |
| /* Note that this instruction has some restrictions. The destination write mask |
| * can't contain the w component, and the source swizzles have to be .xyzw */ |
| void shader_glsl_cross(SHADER_OPCODE_ARG *arg) { |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| glsl_src_param_t src0_param; |
| glsl_src_param_t src1_param; |
| char dst_mask[6]; |
| |
| shader_glsl_get_write_mask(arg->dst, dst_mask); |
| shader_glsl_append_dst(arg->buffer, arg); |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param); |
| shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask); |
| } |
| |
| /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1) |
| * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while |
| * GLSL uses the value as-is. */ |
| void shader_glsl_pow(SHADER_OPCODE_ARG *arg) { |
| SHADER_BUFFER *buffer = arg->buffer; |
| glsl_src_param_t src0_param; |
| glsl_src_param_t src1_param; |
| DWORD dst_write_mask; |
| unsigned int dst_size; |
| |
| dst_write_mask = shader_glsl_append_dst(buffer, arg); |
| dst_size = shader_glsl_get_write_mask_size(dst_write_mask); |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param); |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param); |
| |
| if (dst_size > 1) { |
| shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str); |
| } else { |
| shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str); |
| } |
| } |
| |
| /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|)) |
| * Src0 is a scalar. Note that D3D uses the absolute of src0, while |
| * GLSL uses the value as-is. */ |
| void shader_glsl_log(SHADER_OPCODE_ARG *arg) { |
| SHADER_BUFFER *buffer = arg->buffer; |
| glsl_src_param_t src0_param; |
| DWORD dst_write_mask; |
| unsigned int dst_size; |
| |
| dst_write_mask = shader_glsl_append_dst(buffer, arg); |
| dst_size = shader_glsl_get_write_mask_size(dst_write_mask); |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param); |
| |
| if (dst_size > 1) { |
| shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str); |
| } else { |
| shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str); |
| } |
| } |
| |
| /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */ |
| void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) { |
| CONST SHADER_OPCODE* curOpcode = arg->opcode; |
| SHADER_BUFFER* buffer = arg->buffer; |
| glsl_src_param_t src_param; |
| const char *instruction; |
| char arguments[256]; |
| DWORD write_mask; |
| unsigned i; |
| |
| /* Determine the GLSL function to use based on the opcode */ |
| /* TODO: Possibly make this a table for faster lookups */ |
| switch (curOpcode->opcode) { |
| case WINED3DSIO_MIN: instruction = "min"; break; |
| case WINED3DSIO_MAX: instruction = "max"; break; |
| case WINED3DSIO_ABS: instruction = "abs"; break; |
| case WINED3DSIO_FRC: instruction = "fract"; break; |
| case WINED3DSIO_NRM: instruction = "normalize"; break; |
| case WINED3DSIO_EXP: instruction = "exp2"; break; |
| case WINED3DSIO_SGN: instruction = "sign"; break; |
| case WINED3DSIO_DSX: instruction = "dFdx"; break; |
| case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break; |
| default: instruction = ""; |
| FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name); |
| break; |
| } |
| |
| write_mask = shader_glsl_append_dst(buffer, arg); |
| |
| arguments[0] = '\0'; |
| if (curOpcode->num_params > 0) { |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param); |
| strcat(arguments, src_param.param_str); |
| for (i = 2; i < curOpcode->num_params; ++i) { |
| strcat(arguments, ", "); |
| shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param); |
| strcat(arguments, src_param.param_str); |
| } |
| } |
| |
| shader_addline(buffer, "%s(%s));\n", instruction, arguments); |
| } |
| |
| /** Process the WINED3DSIO_EXPP instruction in GLSL: |
| * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable): |
| * dst.x = 2^(floor(src)) |
| * dst.y = src - floor(src) |
| * dst.z = 2^src (partial precision is allowed, but optional) |
| * dst.w = 1.0; |
| * For 2.0 shaders, just do this (honoring writemask and swizzle): |
| * dst = 2^src; (partial precision is allowed, but optional) |
| */ |
| void shader_glsl_expp(SHADER_OPCODE_ARG* arg) { |
| IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader; |
| glsl_src_param_t src_param; |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param); |
| |
| if (shader->baseShader.hex_version < WINED3DPS_VERSION(2,0)) { |
| char dst_mask[6]; |
| |
| shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str); |
| shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str); |
| shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str); |
| shader_addline(arg->buffer, "tmp0.w = 1.0;\n"); |
| |
| shader_glsl_append_dst(arg->buffer, arg); |
| shader_glsl_get_write_mask(arg->dst, dst_mask); |
| shader_addline(arg->buffer, "tmp0%s);\n", dst_mask); |
| } else { |
| DWORD write_mask; |
| unsigned int mask_size; |
| |
| write_mask = shader_glsl_append_dst(arg->buffer, arg); |
| mask_size = shader_glsl_get_write_mask_size(write_mask); |
| |
| if (mask_size > 1) { |
| shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str); |
| } else { |
| shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str); |
| } |
| } |
| } |
| |
| /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */ |
| void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src_param; |
| DWORD write_mask; |
| unsigned int mask_size; |
| |
| write_mask = shader_glsl_append_dst(arg->buffer, arg); |
| mask_size = shader_glsl_get_write_mask_size(write_mask); |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param); |
| |
| if (mask_size > 1) { |
| shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str); |
| } else { |
| shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str); |
| } |
| } |
| |
| void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) { |
| SHADER_BUFFER* buffer = arg->buffer; |
| glsl_src_param_t src_param; |
| DWORD write_mask; |
| unsigned int mask_size; |
| |
| write_mask = shader_glsl_append_dst(buffer, arg); |
| mask_size = shader_glsl_get_write_mask_size(write_mask); |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param); |
| |
| if (mask_size > 1) { |
| shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str); |
| } else { |
| shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str); |
| } |
| } |
| |
| /** Process signed comparison opcodes in GLSL. */ |
| void shader_glsl_compare(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src0_param; |
| glsl_src_param_t src1_param; |
| DWORD write_mask; |
| unsigned int mask_size; |
| |
| write_mask = shader_glsl_append_dst(arg->buffer, arg); |
| mask_size = shader_glsl_get_write_mask_size(write_mask); |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param); |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param); |
| |
| if (mask_size > 1) { |
| const char *compare; |
| |
| switch(arg->opcode->opcode) { |
| case WINED3DSIO_SLT: compare = "lessThan"; break; |
| case WINED3DSIO_SGE: compare = "greaterThanEqual"; break; |
| default: compare = ""; |
| FIXME("Can't handle opcode %s\n", arg->opcode->name); |
| } |
| |
| shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare, |
| src0_param.param_str, src1_param.param_str); |
| } else { |
| switch(arg->opcode->opcode) { |
| case WINED3DSIO_SLT: |
| /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed, |
| * to return 0.0 but step returns 1.0 because step is not < x |
| * An alternative is a bvec compare padded with an unused second component. |
| * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same |
| * issue. Playing with not() is not possible either because not() does not accept |
| * a scalar. |
| */ |
| shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str); |
| break; |
| case WINED3DSIO_SGE: |
| /* Here we can use the step() function and safe a conditional */ |
| shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str); |
| break; |
| default: |
| FIXME("Can't handle opcode %s\n", arg->opcode->name); |
| } |
| |
| } |
| } |
| |
| /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */ |
| void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src0_param; |
| glsl_src_param_t src1_param; |
| glsl_src_param_t src2_param; |
| DWORD write_mask, cmp_channel = 0; |
| unsigned int i, j; |
| char mask_char[6]; |
| BOOL temp_destination = FALSE; |
| |
| if(shader_is_scalar(arg->src[0])) { |
| write_mask = shader_glsl_append_dst(arg->buffer, arg); |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param); |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param); |
| shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param); |
| |
| shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n", |
| src0_param.param_str, src1_param.param_str, src2_param.param_str); |
| } else { |
| DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK; |
| DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK; |
| DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK; |
| DWORD src0regtype = shader_get_regtype(arg->src[0]); |
| DWORD src1regtype = shader_get_regtype(arg->src[1]); |
| DWORD src2regtype = shader_get_regtype(arg->src[2]); |
| DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK; |
| DWORD dstregtype = shader_get_regtype(arg->dst); |
| |
| /* Cycle through all source0 channels */ |
| for (i=0; i<4; i++) { |
| write_mask = 0; |
| /* Find the destination channels which use the current source0 channel */ |
| for (j=0; j<4; j++) { |
| if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) { |
| write_mask |= WINED3DSP_WRITEMASK_0 << j; |
| cmp_channel = WINED3DSP_WRITEMASK_0 << j; |
| } |
| } |
| |
| /* Splitting the cmp instruction up in multiple lines imposes a problem: |
| * The first lines may overwrite source parameters of the following lines. |
| * Deal with that by using a temporary destination register if needed |
| */ |
| if((src0reg == dstreg && src0regtype == dstregtype) || |
| (src1reg == dstreg && src1regtype == dstregtype) || |
| (src2reg == dstreg && src2regtype == dstregtype)) { |
| |
| write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char); |
| if (!write_mask) continue; |
| shader_addline(arg->buffer, "tmp0%s = (", mask_char); |
| temp_destination = TRUE; |
| } else { |
| write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask)); |
| if (!write_mask) continue; |
| } |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param); |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param); |
| shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param); |
| |
| shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n", |
| src0_param.param_str, src1_param.param_str, src2_param.param_str); |
| } |
| |
| if(temp_destination) { |
| shader_glsl_get_write_mask(arg->dst, mask_char); |
| shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst); |
| shader_addline(arg->buffer, "tmp0%s);\n", mask_char); |
| } |
| } |
| |
| } |
| |
| /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */ |
| /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4 |
| * the compare is done per component of src0. */ |
| void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) { |
| IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; |
| glsl_src_param_t src0_param; |
| glsl_src_param_t src1_param; |
| glsl_src_param_t src2_param; |
| DWORD write_mask, cmp_channel = 0; |
| unsigned int i, j; |
| |
| if (shader->baseShader.hex_version < WINED3DPS_VERSION(1, 4)) { |
| write_mask = shader_glsl_append_dst(arg->buffer, arg); |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param); |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param); |
| shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param); |
| |
| /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */ |
| if(arg->opcode_token & WINED3DSI_COISSUE) { |
| shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str); |
| } else { |
| shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n", |
| src0_param.param_str, src1_param.param_str, src2_param.param_str); |
| } |
| return; |
| } |
| /* Cycle through all source0 channels */ |
| for (i=0; i<4; i++) { |
| write_mask = 0; |
| /* Find the destination channels which use the current source0 channel */ |
| for (j=0; j<4; j++) { |
| if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) { |
| write_mask |= WINED3DSP_WRITEMASK_0 << j; |
| cmp_channel = WINED3DSP_WRITEMASK_0 << j; |
| } |
| } |
| write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask)); |
| if (!write_mask) continue; |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param); |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param); |
| shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param); |
| |
| shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n", |
| src0_param.param_str, src1_param.param_str, src2_param.param_str); |
| } |
| } |
| |
| /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */ |
| void shader_glsl_mad(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src0_param; |
| glsl_src_param_t src1_param; |
| glsl_src_param_t src2_param; |
| DWORD write_mask; |
| |
| write_mask = shader_glsl_append_dst(arg->buffer, arg); |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param); |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param); |
| shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param); |
| shader_addline(arg->buffer, "(%s * %s) + %s);\n", |
| src0_param.param_str, src1_param.param_str, src2_param.param_str); |
| } |
| |
| /** Handles transforming all WINED3DSIO_M?x? opcodes for |
| Vertex shaders to GLSL codes */ |
| void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) { |
| int i; |
| int nComponents = 0; |
| SHADER_OPCODE_ARG tmpArg; |
| |
| memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG)); |
| |
| /* Set constants for the temporary argument */ |
| tmpArg.shader = arg->shader; |
| tmpArg.buffer = arg->buffer; |
| tmpArg.src[0] = arg->src[0]; |
| tmpArg.src_addr[0] = arg->src_addr[0]; |
| tmpArg.src_addr[1] = arg->src_addr[1]; |
| tmpArg.reg_maps = arg->reg_maps; |
| |
| switch(arg->opcode->opcode) { |
| case WINED3DSIO_M4x4: |
| nComponents = 4; |
| tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4); |
| break; |
| case WINED3DSIO_M4x3: |
| nComponents = 3; |
| tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4); |
| break; |
| case WINED3DSIO_M3x4: |
| nComponents = 4; |
| tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); |
| break; |
| case WINED3DSIO_M3x3: |
| nComponents = 3; |
| tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); |
| break; |
| case WINED3DSIO_M3x2: |
| nComponents = 2; |
| tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); |
| break; |
| default: |
| break; |
| } |
| |
| for (i = 0; i < nComponents; i++) { |
| tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i); |
| tmpArg.src[1] = arg->src[1]+i; |
| shader_glsl_dot(&tmpArg); |
| } |
| } |
| |
| /** |
| The LRP instruction performs a component-wise linear interpolation |
| between the second and third operands using the first operand as the |
| blend factor. Equation: (dst = src2 + src0 * (src1 - src2)) |
| This is equivalent to mix(src2, src1, src0); |
| */ |
| void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src0_param; |
| glsl_src_param_t src1_param; |
| glsl_src_param_t src2_param; |
| DWORD write_mask; |
| |
| write_mask = shader_glsl_append_dst(arg->buffer, arg); |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param); |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param); |
| shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param); |
| |
| shader_addline(arg->buffer, "mix(%s, %s, %s));\n", |
| src2_param.param_str, src1_param.param_str, src0_param.param_str); |
| } |
| |
| /** Process the WINED3DSIO_LIT instruction in GLSL: |
| * dst.x = dst.w = 1.0 |
| * dst.y = (src0.x > 0) ? src0.x |
| * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0 |
| * where src.w is clamped at +- 128 |
| */ |
| void shader_glsl_lit(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src0_param; |
| glsl_src_param_t src1_param; |
| glsl_src_param_t src3_param; |
| char dst_mask[6]; |
| |
| shader_glsl_append_dst(arg->buffer, arg); |
| shader_glsl_get_write_mask(arg->dst, dst_mask); |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param); |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param); |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param); |
| |
| /* The sdk specifies the instruction like this |
| * dst.x = 1.0; |
| * if(src.x > 0.0) dst.y = src.x |
| * else dst.y = 0.0. |
| * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power); |
| * else dst.z = 0.0; |
| * dst.w = 1.0; |
| * |
| * Obviously that has quite a few conditionals in it which we don't like. So the first step is this: |
| * dst.x = 1.0 ... No further explanation needed |
| * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional |
| * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway |
| * dst.w = 1.0. ... Nothing fancy. |
| * |
| * So we still have one conditional in there. So do this: |
| * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power); |
| * |
| * 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), |
| * 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. |
| * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to |
| */ |
| shader_addline(arg->buffer, "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n", |
| src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask); |
| } |
| |
| /** Process the WINED3DSIO_DST instruction in GLSL: |
| * dst.x = 1.0 |
| * dst.y = src0.x * src0.y |
| * dst.z = src0.z |
| * dst.w = src1.w |
| */ |
| void shader_glsl_dst(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src0y_param; |
| glsl_src_param_t src0z_param; |
| glsl_src_param_t src1y_param; |
| glsl_src_param_t src1w_param; |
| char dst_mask[6]; |
| |
| shader_glsl_append_dst(arg->buffer, arg); |
| shader_glsl_get_write_mask(arg->dst, dst_mask); |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param); |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param); |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param); |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param); |
| |
| shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n", |
| src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask); |
| } |
| |
| /** Process the WINED3DSIO_SINCOS instruction in GLSL: |
| * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware |
| * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params. |
| * |
| * dst.x = cos(src0.?) |
| * dst.y = sin(src0.?) |
| * dst.z = dst.z |
| * dst.w = dst.w |
| */ |
| void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src0_param; |
| DWORD write_mask; |
| |
| write_mask = shader_glsl_append_dst(arg->buffer, arg); |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param); |
| |
| switch (write_mask) { |
| case WINED3DSP_WRITEMASK_0: |
| shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str); |
| break; |
| |
| case WINED3DSP_WRITEMASK_1: |
| shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str); |
| break; |
| |
| case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1): |
| shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str); |
| break; |
| |
| default: |
| ERR("Write mask should be .x, .y or .xy\n"); |
| break; |
| } |
| } |
| |
| /** Process the WINED3DSIO_LOOP instruction in GLSL: |
| * Start a for() loop where src1.y is the initial value of aL, |
| * increment aL by src1.z for a total of src1.x iterations. |
| * Need to use a temporary variable for this operation. |
| */ |
| /* FIXME: I don't think nested loops will work correctly this way. */ |
| void shader_glsl_loop(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src1_param; |
| IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; |
| DWORD regtype = shader_get_regtype(arg->src[1]); |
| DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK; |
| const DWORD *control_values = NULL; |
| local_constant *constant; |
| |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param); |
| |
| /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real |
| * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is |
| * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct |
| * addressing. |
| */ |
| if(regtype == WINED3DSPR_CONSTINT) { |
| LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) { |
| if(constant->idx == reg) { |
| control_values = constant->value; |
| break; |
| } |
| } |
| } |
| |
| if(control_values) { |
| if(control_values[2] > 0) { |
| shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n", |
| shader->baseShader.cur_loop_depth, control_values[1], |
| shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1], |
| shader->baseShader.cur_loop_depth, control_values[2]); |
| } else if(control_values[2] == 0) { |
| shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n", |
| shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth, |
| shader->baseShader.cur_loop_depth, control_values[0], |
| shader->baseShader.cur_loop_depth); |
| } else { |
| shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n", |
| shader->baseShader.cur_loop_depth, control_values[1], |
| shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1], |
| shader->baseShader.cur_loop_depth, control_values[2]); |
| } |
| } else { |
| shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n", |
| shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, |
| src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name, |
| shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name); |
| } |
| |
| shader->baseShader.cur_loop_depth++; |
| shader->baseShader.cur_loop_regno++; |
| } |
| |
| void shader_glsl_end(SHADER_OPCODE_ARG* arg) { |
| IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; |
| |
| shader_addline(arg->buffer, "}\n"); |
| |
| if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) { |
| shader->baseShader.cur_loop_depth--; |
| shader->baseShader.cur_loop_regno--; |
| } |
| if(arg->opcode->opcode == WINED3DSIO_ENDREP) { |
| shader->baseShader.cur_loop_depth--; |
| } |
| } |
| |
| void shader_glsl_rep(SHADER_OPCODE_ARG* arg) { |
| IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; |
| glsl_src_param_t src0_param; |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param); |
| shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n", |
| shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth, |
| src0_param.param_str, shader->baseShader.cur_loop_depth); |
| shader->baseShader.cur_loop_depth++; |
| } |
| |
| void shader_glsl_if(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src0_param; |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param); |
| shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str); |
| } |
| |
| void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src0_param; |
| glsl_src_param_t src1_param; |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param); |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param); |
| |
| shader_addline(arg->buffer, "if (%s %s %s) {\n", |
| src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str); |
| } |
| |
| void shader_glsl_else(SHADER_OPCODE_ARG* arg) { |
| shader_addline(arg->buffer, "} else {\n"); |
| } |
| |
| void shader_glsl_break(SHADER_OPCODE_ARG* arg) { |
| shader_addline(arg->buffer, "break;\n"); |
| } |
| |
| /* FIXME: According to MSDN the compare is done per component. */ |
| void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src0_param; |
| glsl_src_param_t src1_param; |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param); |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param); |
| |
| shader_addline(arg->buffer, "if (%s %s %s) break;\n", |
| src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str); |
| } |
| |
| void shader_glsl_label(SHADER_OPCODE_ARG* arg) { |
| |
| DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK; |
| shader_addline(arg->buffer, "}\n"); |
| shader_addline(arg->buffer, "void subroutine%u () {\n", snum); |
| } |
| |
| void shader_glsl_call(SHADER_OPCODE_ARG* arg) { |
| DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK; |
| shader_addline(arg->buffer, "subroutine%u();\n", snum); |
| } |
| |
| void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src1_param; |
| |
| DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK; |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param); |
| shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum); |
| } |
| |
| /********************************************* |
| * Pixel Shader Specific Code begins here |
| ********************************************/ |
| void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) { |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; |
| DWORD hex_version = This->baseShader.hex_version; |
| char dst_swizzle[6]; |
| glsl_sample_function_t sample_function; |
| DWORD sampler_type; |
| DWORD sampler_idx; |
| BOOL projected, texrect = FALSE; |
| DWORD mask = 0; |
| |
| /* All versions have a destination register */ |
| shader_glsl_append_dst(arg->buffer, arg); |
| |
| /* 1.0-1.4: Use destination register as sampler source. |
| * 2.0+: Use provided sampler source. */ |
| if (hex_version < WINED3DPS_VERSION(1,4)) { |
| DWORD flags; |
| |
| sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; |
| flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS]; |
| |
| if (flags & WINED3DTTFF_PROJECTED) { |
| projected = TRUE; |
| switch (flags & ~WINED3DTTFF_PROJECTED) { |
| case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break; |
| case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break; |
| case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break; |
| case WINED3DTTFF_COUNT4: |
| case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break; |
| } |
| } else { |
| projected = FALSE; |
| } |
| } else if (hex_version < WINED3DPS_VERSION(2,0)) { |
| DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK; |
| sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; |
| |
| if (src_mod == WINED3DSPSM_DZ) { |
| projected = TRUE; |
| mask = WINED3DSP_WRITEMASK_2; |
| } else if (src_mod == WINED3DSPSM_DW) { |
| projected = TRUE; |
| mask = WINED3DSP_WRITEMASK_3; |
| } else { |
| projected = FALSE; |
| } |
| } else { |
| sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK; |
| if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) { |
| /* ps 2.0 texldp instruction always divides by the fourth component. */ |
| projected = TRUE; |
| mask = WINED3DSP_WRITEMASK_3; |
| } else { |
| projected = FALSE; |
| } |
| } |
| |
| if(deviceImpl->stateBlock->textures[sampler_idx] && |
| IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) { |
| texrect = TRUE; |
| } |
| |
| sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; |
| shader_glsl_get_sample_function(sampler_type, projected, texrect, &sample_function); |
| mask |= sample_function.coord_mask; |
| |
| if (hex_version < WINED3DPS_VERSION(2,0)) { |
| shader_glsl_get_write_mask(arg->dst, dst_swizzle); |
| } else { |
| shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle); |
| } |
| |
| /* 1.0-1.3: Use destination register as coordinate source. |
| 1.4+: Use provided coordinate source register. */ |
| if (hex_version < WINED3DPS_VERSION(1,4)) { |
| char coord_mask[6]; |
| shader_glsl_get_write_mask(mask, coord_mask); |
| shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n", |
| sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle); |
| } else { |
| glsl_src_param_t coord_param; |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param); |
| if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) { |
| glsl_src_param_t bias; |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias); |
| |
| shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n", |
| sample_function.name, sampler_idx, coord_param.param_str, |
| bias.param_str, dst_swizzle); |
| } else { |
| shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", |
| sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle); |
| } |
| } |
| } |
| |
| void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) { |
| IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader; |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; |
| glsl_sample_function_t sample_function; |
| glsl_src_param_t coord_param, lod_param; |
| char dst_swizzle[6]; |
| DWORD sampler_type; |
| DWORD sampler_idx; |
| BOOL texrect = FALSE; |
| |
| shader_glsl_append_dst(arg->buffer, arg); |
| shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle); |
| |
| sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK; |
| sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; |
| if(deviceImpl->stateBlock->textures[sampler_idx] && |
| IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) { |
| texrect = TRUE; |
| } |
| shader_glsl_get_sample_function(sampler_type, FALSE, texrect, &sample_function); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param); |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param); |
| |
| if (shader_is_pshader_version(This->baseShader.hex_version)) { |
| /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders. |
| * However, they seem to work just fine in fragment shaders as well. */ |
| WARN("Using %sLod in fragment shader.\n", sample_function.name); |
| shader_addline(arg->buffer, "%sLod(Psampler%u, %s, %s)%s);\n", |
| sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle); |
| } else { |
| shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n", |
| sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle); |
| } |
| } |
| |
| void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) { |
| |
| /* FIXME: Make this work for more than just 2D textures */ |
| |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| SHADER_BUFFER* buffer = arg->buffer; |
| DWORD hex_version = This->baseShader.hex_version; |
| DWORD write_mask; |
| char dst_mask[6]; |
| |
| write_mask = shader_glsl_append_dst(arg->buffer, arg); |
| shader_glsl_get_write_mask(write_mask, dst_mask); |
| |
| if (hex_version != WINED3DPS_VERSION(1,4)) { |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask); |
| } else { |
| DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK; |
| DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK; |
| char dst_swizzle[6]; |
| |
| shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle); |
| |
| if (src_mod == WINED3DSPSM_DZ) { |
| glsl_src_param_t div_param; |
| unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask); |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param); |
| |
| if (mask_size > 1) { |
| shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str); |
| } else { |
| shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str); |
| } |
| } else if (src_mod == WINED3DSPSM_DW) { |
| glsl_src_param_t div_param; |
| unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask); |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param); |
| |
| if (mask_size > 1) { |
| shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str); |
| } else { |
| shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str); |
| } |
| } else { |
| shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle); |
| } |
| } |
| } |
| |
| /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL: |
| * Take a 3-component dot product of the TexCoord[dstreg] and src, |
| * then perform a 1D texture lookup from stage dstregnum, place into dst. */ |
| void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src0_param; |
| char dst_mask[6]; |
| glsl_sample_function_t sample_function; |
| DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); |
| |
| shader_glsl_append_dst(arg->buffer, arg); |
| shader_glsl_get_write_mask(arg->dst, dst_mask); |
| |
| /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one |
| * scalar, and projected sampling would require 4. |
| * |
| * It is a dependent read - not valid with conditional NP2 textures |
| */ |
| shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function); |
| |
| switch(count_bits(sample_function.coord_mask)) { |
| case 1: |
| shader_addline(arg->buffer, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n", |
| sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask); |
| break; |
| |
| case 2: |
| shader_addline(arg->buffer, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n", |
| sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask); |
| break; |
| |
| case 3: |
| shader_addline(arg->buffer, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n", |
| sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask); |
| break; |
| default: |
| FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask)); |
| } |
| } |
| |
| /** Process the WINED3DSIO_TEXDP3 instruction in GLSL: |
| * Take a 3-component dot product of the TexCoord[dstreg] and src. */ |
| void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src0_param; |
| DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK; |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| DWORD dst_mask; |
| unsigned int mask_size; |
| |
| dst_mask = shader_glsl_append_dst(arg->buffer, arg); |
| mask_size = shader_glsl_get_write_mask_size(dst_mask); |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); |
| |
| if (mask_size > 1) { |
| shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str); |
| } else { |
| shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str); |
| } |
| } |
| |
| /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL: |
| * Calculate the depth as dst.x / dst.y */ |
| void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) { |
| glsl_dst_param_t dst_param; |
| |
| shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param); |
| |
| /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0. |
| * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but |
| * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1 |
| * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result |
| * >= 1.0 or < 0.0 |
| */ |
| shader_addline(arg->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", dst_param.reg_name, dst_param.reg_name); |
| } |
| |
| /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL: |
| * Last row of a 3x2 matrix multiply, use the result to calculate the depth: |
| * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated) |
| * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y |
| */ |
| void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) { |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK; |
| glsl_src_param_t src0_param; |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); |
| |
| shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str); |
| shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n"); |
| } |
| |
| /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL |
| * Calculate the 1st of a 2-row matrix multiplication. */ |
| void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) { |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| SHADER_BUFFER* buffer = arg->buffer; |
| glsl_src_param_t src0_param; |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); |
| shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); |
| } |
| |
| /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL |
| * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */ |
| void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) { |
| |
| IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| SHADER_BUFFER* buffer = arg->buffer; |
| SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; |
| glsl_src_param_t src0_param; |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); |
| shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str); |
| current_state->texcoord_w[current_state->current_row++] = reg; |
| } |
| |
| void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) { |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| SHADER_BUFFER* buffer = arg->buffer; |
| glsl_src_param_t src0_param; |
| char dst_mask[6]; |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); |
| shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); |
| |
| shader_glsl_append_dst(buffer, arg); |
| shader_glsl_get_write_mask(arg->dst, dst_mask); |
| |
| /* Sample the texture using the calculated coordinates */ |
| shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask); |
| } |
| |
| /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL |
| * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */ |
| void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) { |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| glsl_src_param_t src0_param; |
| char dst_mask[6]; |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; |
| DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK; |
| glsl_sample_function_t sample_function; |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); |
| shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); |
| |
| shader_glsl_append_dst(arg->buffer, arg); |
| shader_glsl_get_write_mask(arg->dst, dst_mask); |
| /* Dependent read, not valid with conditional NP2 */ |
| shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function); |
| |
| /* Sample the texture using the calculated coordinates */ |
| shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask); |
| |
| current_state->current_row = 0; |
| } |
| |
| /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL |
| * Perform the 3rd row of a 3x3 matrix multiply */ |
| void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) { |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| glsl_src_param_t src0_param; |
| char dst_mask[6]; |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); |
| |
| shader_glsl_append_dst(arg->buffer, arg); |
| shader_glsl_get_write_mask(arg->dst, dst_mask); |
| shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask); |
| |
| current_state->current_row = 0; |
| } |
| |
| /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL |
| * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */ |
| void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) { |
| |
| IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| glsl_src_param_t src0_param; |
| glsl_src_param_t src1_param; |
| char dst_mask[6]; |
| SHADER_BUFFER* buffer = arg->buffer; |
| SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; |
| DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK; |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| glsl_sample_function_t sample_function; |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param); |
| |
| /* Perform the last matrix multiply operation */ |
| shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); |
| /* Reflection calculation */ |
| shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str); |
| |
| shader_glsl_append_dst(buffer, arg); |
| shader_glsl_get_write_mask(arg->dst, dst_mask); |
| /* Dependent read, not valid with conditional NP2 */ |
| shader_glsl_get_sample_function(stype, FALSE, FALSE, &sample_function); |
| |
| /* Sample the texture */ |
| shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask); |
| |
| current_state->current_row = 0; |
| } |
| |
| /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL |
| * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */ |
| void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) { |
| |
| IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; |
| DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; |
| SHADER_BUFFER* buffer = arg->buffer; |
| SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; |
| glsl_src_param_t src0_param; |
| char dst_mask[6]; |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK; |
| glsl_sample_function_t sample_function; |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); |
| |
| /* Perform the last matrix multiply operation */ |
| shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str); |
| |
| /* Construct the eye-ray vector from w coordinates */ |
| shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n", |
| current_state->texcoord_w[0], current_state->texcoord_w[1], reg); |
| shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n"); |
| |
| shader_glsl_append_dst(buffer, arg); |
| shader_glsl_get_write_mask(arg->dst, dst_mask); |
| /* Dependent read, not valid with conditional NP2 */ |
| shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function); |
| |
| /* Sample the texture using the calculated coordinates */ |
| shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask); |
| |
| current_state->current_row = 0; |
| } |
| |
| /** Process the WINED3DSIO_TEXBEM instruction in GLSL. |
| * Apply a fake bump map transform. |
| * texbem is pshader <= 1.3 only, this saves a few version checks |
| */ |
| void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) { |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; |
| char dst_swizzle[6]; |
| glsl_sample_function_t sample_function; |
| glsl_src_param_t coord_param; |
| DWORD sampler_type; |
| DWORD sampler_idx; |
| DWORD mask; |
| DWORD flags; |
| char coord_mask[6]; |
| |
| sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; |
| flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS]; |
| |
| sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; |
| /* Dependent read, not valid with conditional NP2 */ |
| shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function); |
| mask = sample_function.coord_mask; |
| |
| shader_glsl_get_write_mask(arg->dst, dst_swizzle); |
| |
| shader_glsl_get_write_mask(mask, coord_mask); |
| |
| /* with projective textures, texbem only divides the static texture coord, not the displacement, |
| * so we can't let the GL handle this. |
| */ |
| if (flags & WINED3DTTFF_PROJECTED) { |
| DWORD div_mask=0; |
| char coord_div_mask[3]; |
| switch (flags & ~WINED3DTTFF_PROJECTED) { |
| case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break; |
| case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break; |
| case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break; |
| case WINED3DTTFF_COUNT4: |
| case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break; |
| } |
| shader_glsl_get_write_mask(div_mask, coord_div_mask); |
| shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask); |
| } |
| |
| shader_glsl_append_dst(arg->buffer, arg); |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param); |
| if(arg->opcode->opcode == WINED3DSIO_TEXBEML) { |
| glsl_src_param_t luminance_param; |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param); |
| shader_addline(arg->buffer, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )*(%s * luminancescale%d + luminanceoffset%d))%s);\n", |
| sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask, |
| luminance_param.param_str, sampler_idx, sampler_idx, dst_swizzle); |
| } else { |
| shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )%s);\n", |
| sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask, dst_swizzle); |
| } |
| } |
| |
| void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src0_param, src1_param; |
| DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param); |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param); |
| |
| shader_glsl_append_dst(arg->buffer, arg); |
| shader_addline(arg->buffer, "%s + bumpenvmat%d * %s);\n", |
| src0_param.param_str, sampler_idx, src1_param.param_str); |
| } |
| |
| /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL |
| * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */ |
| void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) { |
| |
| glsl_src_param_t src0_param; |
| DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; |
| char dst_mask[6]; |
| |
| shader_glsl_append_dst(arg->buffer, arg); |
| shader_glsl_get_write_mask(arg->dst, dst_mask); |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param); |
| |
| shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask); |
| } |
| |
| /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL |
| * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */ |
| void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src0_param; |
| DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; |
| char dst_mask[6]; |
| |
| shader_glsl_append_dst(arg->buffer, arg); |
| shader_glsl_get_write_mask(arg->dst, dst_mask); |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param); |
| |
| shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask); |
| } |
| |
| /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL |
| * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */ |
| void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src0_param; |
| char dst_mask[6]; |
| DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; |
| DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; |
| glsl_sample_function_t sample_function; |
| |
| shader_glsl_append_dst(arg->buffer, arg); |
| shader_glsl_get_write_mask(arg->dst, dst_mask); |
| /* Dependent read, not valid with conditional NP2 */ |
| shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function); |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param); |
| |
| shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask); |
| } |
| |
| /** Process the WINED3DSIO_TEXKILL instruction in GLSL. |
| * If any of the first 3 components are < 0, discard this pixel */ |
| void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) { |
| IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; |
| DWORD hex_version = This->baseShader.hex_version; |
| glsl_dst_param_t dst_param; |
| |
| /* The argument is a destination parameter, and no writemasks are allowed */ |
| shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param); |
| if((hex_version >= WINED3DPS_VERSION(2,0))) { |
| /* 2.0 shaders compare all 4 components in texkill */ |
| shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name); |
| } else { |
| /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill |
| * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all |
| * 4 components are defined, only the first 3 are used |
| */ |
| shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name); |
| } |
| } |
| |
| /** Process the WINED3DSIO_DP2ADD instruction in GLSL. |
| * dst = dot2(src0, src1) + src2 */ |
| void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src0_param; |
| glsl_src_param_t src1_param; |
| glsl_src_param_t src2_param; |
| DWORD write_mask; |
| unsigned int mask_size; |
| |
| write_mask = shader_glsl_append_dst(arg->buffer, arg); |
| mask_size = shader_glsl_get_write_mask_size(write_mask); |
| |
| shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param); |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param); |
| shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param); |
| |
| if (mask_size > 1) { |
| shader_addline(arg->buffer, "vec%d(dot(%s, %s) + %s));\n", mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str); |
| } else { |
| shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str); |
| } |
| } |
| |
| static void pshader_glsl_input_pack( |
| SHADER_BUFFER* buffer, |
| semantic* semantics_in, |
| IWineD3DPixelShader *iface) { |
| |
| unsigned int i; |
| IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface; |
| |
| for (i = 0; i < MAX_REG_INPUT; i++) { |
| |
| DWORD usage_token = semantics_in[i].usage; |
| DWORD register_token = semantics_in[i].reg; |
| DWORD usage, usage_idx; |
| char reg_mask[6]; |
| |
| /* Uninitialized */ |
| if (!usage_token) continue; |
| usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT; |
| usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT; |
| shader_glsl_get_write_mask(register_token, reg_mask); |
| |
| switch(usage) { |
| |
| case WINED3DDECLUSAGE_TEXCOORD: |
| if(usage_idx < 8 && This->vertexprocessing == pretransformed) { |
| shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n", |
| This->input_reg_map[i], reg_mask, usage_idx, reg_mask); |
| } else { |
| shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", |
| This->input_reg_map[i], reg_mask, reg_mask); |
| } |
| break; |
| |
| case WINED3DDECLUSAGE_COLOR: |
| if (usage_idx == 0) |
| shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n", |
| This->input_reg_map[i], reg_mask, reg_mask); |
| else if (usage_idx == 1) |
| shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n", |
| This->input_reg_map[i], reg_mask, reg_mask); |
| else |
| shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", |
| This->input_reg_map[i], reg_mask, reg_mask); |
| break; |
| |
| default: |
| shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", |
| This->input_reg_map[i], reg_mask, reg_mask); |
| } |
| } |
| } |
| |
| /********************************************* |
| * Vertex Shader Specific Code begins here |
| ********************************************/ |
| |
| static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) { |
| glsl_program_key_t *key; |
| |
| key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t)); |
| key->vshader = entry->vshader; |
| key->pshader = entry->pshader; |
| |
| hash_table_put(priv->glsl_program_lookup, key, entry); |
| } |
| |
| static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv, |
| GLhandleARB vshader, GLhandleARB pshader) { |
| glsl_program_key_t key; |
| |
| key.vshader = vshader; |
| key.pshader = pshader; |
| |
| return (struct glsl_shader_prog_link *)hash_table_get(priv->glsl_program_lookup, &key); |
| } |
| |
| static void delete_glsl_program_entry(struct shader_glsl_priv *priv, WineD3D_GL_Info *gl_info, struct glsl_shader_prog_link *entry) { |
| glsl_program_key_t *key; |
| |
| key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t)); |
| key->vshader = entry->vshader; |
| key->pshader = entry->pshader; |
| hash_table_remove(priv->glsl_program_lookup, key); |
| |
| GL_EXTCALL(glDeleteObjectARB(entry->programId)); |
| if (entry->vshader) list_remove(&entry->vshader_entry); |
| if (entry->pshader) list_remove(&entry->pshader_entry); |
| HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations); |
| HeapFree(GetProcessHeap(), 0, entry->puniformF_locations); |
| HeapFree(GetProcessHeap(), 0, entry); |
| } |
| |
| static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, semantic *semantics_out, WineD3D_GL_Info *gl_info, DWORD *map) { |
| unsigned int i, j; |
| DWORD usage_token, usage_token_out; |
| DWORD register_token, register_token_out; |
| DWORD usage, usage_idx, usage_out, usage_idx_out; |
| DWORD *set; |
| DWORD in_idx; |
| DWORD in_count = GL_LIMITS(glsl_varyings) / 4; |
| char reg_mask[6], reg_mask_out[6]; |
| char destination[50]; |
| |
| set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2)); |
| |
| if (!semantics_out) { |
| /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */ |
| shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n"); |
| shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n"); |
| } |
| |
| for(i = 0; i < MAX_REG_INPUT; i++) { |
| usage_token = semantics_in[i].usage; |
| if (!usage_token) continue; |
| |
| in_idx = map[i]; |
| if (in_idx >= (in_count + 2)) { |
| FIXME("More input varyings declared than supported, expect issues\n"); |
| continue; |
| } else if(map[i] == -1) { |
| /* Declared, but not read register */ |
| continue; |
| } |
| |
| if (in_idx == in_count) { |
| sprintf(destination, "gl_FrontColor"); |
| } else if (in_idx == in_count + 1) { |
| sprintf(destination, "gl_FrontSecondaryColor"); |
| } else { |
| sprintf(destination, "IN[%u]", in_idx); |
| } |
| |
| register_token = semantics_in[i].reg; |
| |
| usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT; |
| usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT; |
| set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask); |
| |
| if(!semantics_out) { |
| switch(usage) { |
| case WINED3DDECLUSAGE_COLOR: |
| if (usage_idx == 0) |
| shader_addline(buffer, "%s%s = front_color%s;\n", |
| destination, reg_mask, reg_mask); |
| else if (usage_idx == 1) |
| shader_addline(buffer, "%s%s = front_secondary_color%s;\n", |
| destination, reg_mask, reg_mask); |
| else |
| shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", |
| destination, reg_mask, reg_mask); |
| break; |
| |
| case WINED3DDECLUSAGE_TEXCOORD: |
| if (usage_idx < 8) { |
| shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n", |
| destination, reg_mask, usage_idx, reg_mask); |
| } else { |
| shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", |
| destination, reg_mask, reg_mask); |
| } |
| break; |
| |
| case WINED3DDECLUSAGE_FOG: |
| shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n", |
| destination, reg_mask, reg_mask); |
| break; |
| |
| default: |
| shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", |
| destination, reg_mask, reg_mask); |
| } |
| } else { |
| BOOL found = FALSE; |
| for(j = 0; j < MAX_REG_OUTPUT; j++) { |
| usage_token_out = semantics_out[j].usage; |
| if (!usage_token_out) continue; |
| register_token_out = semantics_out[j].reg; |
| |
| usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT; |
| usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT; |
| shader_glsl_get_write_mask(register_token_out, reg_mask_out); |
| |
| if(usage == usage_out && |
| usage_idx == usage_idx_out) { |
| shader_addline(buffer, "%s%s = OUT[%u]%s;\n", |
| destination, reg_mask, j, reg_mask); |
| found = TRUE; |
| } |
| } |
| if(!found) { |
| shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", |
| destination, reg_mask, reg_mask); |
| } |
| } |
| } |
| |
| /* This is solely to make the compiler / linker happy and avoid warning about undefined |
| * varyings. It shouldn't result in any real code executed on the GPU, since all read |
| * input varyings are assigned above, if the optimizer works properly. |
| */ |
| for(i = 0; i < in_count + 2; i++) { |
| if(set[i] != WINED3DSP_WRITEMASK_ALL) { |
| unsigned int size = 0; |
| memset(reg_mask, 0, sizeof(reg_mask)); |
| if(!(set[i] & WINED3DSP_WRITEMASK_0)) { |
| reg_mask[size] = 'x'; |
| size++; |
| } |
| if(!(set[i] & WINED3DSP_WRITEMASK_1)) { |
| reg_mask[size] = 'y'; |
| size++; |
| } |
| if(!(set[i] & WINED3DSP_WRITEMASK_2)) { |
| reg_mask[size] = 'z'; |
| size++; |
| } |
| if(!(set[i] & WINED3DSP_WRITEMASK_3)) { |
| reg_mask[size] = 'w'; |
| size++; |
| } |
| |
| if (i == in_count) { |
| sprintf(destination, "gl_FrontColor"); |
| } else if (i == in_count + 1) { |
| sprintf(destination, "gl_FrontSecondaryColor"); |
| } else { |
| sprintf(destination, "IN[%u]", i); |
| } |
| |
| if (size == 1) { |
| shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask); |
| } else { |
| shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size); |
| } |
| } |
| } |
| |
| HeapFree(GetProcessHeap(), 0, set); |
| } |
| |
| static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader, |
| IWineD3DPixelShader *pixelshader, |
| WineD3D_GL_Info *gl_info) { |
| GLhandleARB ret = 0; |
| IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader; |
| IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader; |
| IWineD3DDeviceImpl *device; |
| DWORD vs_major = vs ? WINED3DSHADER_VERSION_MAJOR(vs->baseShader.hex_version) : 0; |
| DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.hex_version) : 0; |
| unsigned int i; |
| SHADER_BUFFER buffer; |
| DWORD usage_token; |
| DWORD register_token; |
| DWORD usage, usage_idx, writemask; |
| char reg_mask[6]; |
| semantic *semantics_out, *semantics_in; |
| |
| buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE); |
| buffer.bsize = 0; |
| buffer.lineNo = 0; |
| buffer.newline = TRUE; |
| |
| shader_addline(&buffer, "#version 120\n"); |
| |
| if(vs_major < 3 && ps_major < 3) { |
| /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them. |
| * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline |
| */ |
| device = (IWineD3DDeviceImpl *) vs->baseShader.device; |
| if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 && |
| !device->frag_pipe->ffp_proj_control) { |
| shader_addline(&buffer, "void order_ps_input() {\n"); |
| for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) { |
| if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 && |
| vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) { |
| shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i); |
| } |
| } |
| shader_addline(&buffer, "}\n"); |
| } else { |
| shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n"); |
| } |
| } else if(ps_major < 3 && vs_major >= 3) { |
| /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */ |
| semantics_out = vs->semantics_out; |
| |
| shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT); |
| for(i = 0; i < MAX_REG_OUTPUT; i++) { |
| usage_token = semantics_out[i].usage; |
| if (!usage_token) continue; |
| register_token = semantics_out[i].reg; |
| |
| usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT; |
| usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT; |
| writemask = shader_glsl_get_write_mask(register_token, reg_mask); |
| |
| switch(usage) { |
| case WINED3DDECLUSAGE_COLOR: |
| if (usage_idx == 0) |
| shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask); |
| else if (usage_idx == 1) |
| shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask); |
| break; |
| |
| case WINED3DDECLUSAGE_POSITION: |
| shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask); |
| break; |
| |
| case WINED3DDECLUSAGE_TEXCOORD: |
| if (usage_idx < 8) { |
| if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3; |
| |
| shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n", |
| usage_idx, reg_mask, i, reg_mask); |
| if(!(writemask & WINED3DSP_WRITEMASK_3)) { |
| shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx); |
| } |
| } |
| break; |
| |
| case WINED3DDECLUSAGE_PSIZE: |
| shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i); |
| break; |
| |
| case WINED3DDECLUSAGE_FOG: |
| shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]); |
| break; |
| |
| default: |
| break; |
| } |
| } |
| shader_addline(&buffer, "}\n"); |
| |
| } else if(ps_major >= 3 && vs_major >= 3) { |
| semantics_out = vs->semantics_out; |
| semantics_in = ps->semantics_in; |
| |
| /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */ |
| shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4); |
| shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT); |
| |
| /* First, sort out position and point size. Those are not passed to the pixel shader */ |
| for(i = 0; i < MAX_REG_OUTPUT; i++) { |
| usage_token = semantics_out[i].usage; |
| if (!usage_token) continue; |
| register_token = semantics_out[i].reg; |
| |
| usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT; |
| usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT; |
| shader_glsl_get_write_mask(register_token, reg_mask); |
| |
| switch(usage) { |
| case WINED3DDECLUSAGE_POSITION: |
| shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask); |
| break; |
| |
| case WINED3DDECLUSAGE_PSIZE: |
| shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i); |
| break; |
| |
| default: |
| break; |
| } |
| } |
| |
| /* Then, fix the pixel shader input */ |
| handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map); |
| |
| shader_addline(&buffer, "}\n"); |
| } else if(ps_major >= 3 && vs_major < 3) { |
| semantics_in = ps->semantics_in; |
| |
| shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4); |
| shader_addline(&buffer, "void order_ps_input() {\n"); |
| /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and |
| * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't |
| * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings |
| */ |
| handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map); |
| shader_addline(&buffer, "}\n"); |
| } else { |
| ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major); |
| } |
| |
| ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)); |
| checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)"); |
| GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)); |
| checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)"); |
| GL_EXTCALL(glCompileShaderARB(ret)); |
| checkGLcall("glCompileShaderARB(ret)"); |
| |
| HeapFree(GetProcessHeap(), 0, buffer.buffer); |
| return ret; |
| } |
| |
| static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, WineD3D_GL_Info *gl_info, GLhandleARB programId, char prefix) { |
| local_constant* lconst; |
| GLuint tmp_loc; |
| float *value; |
| char glsl_name[8]; |
| |
| LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) { |
| value = (float *) lconst->value; |
| snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx); |
| tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name)); |
| GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value)); |
| } |
| checkGLcall("Hardcoding local constants\n"); |
| } |
| |
| /** Sets the GLSL program ID for the given pixel and vertex shader combination. |
| * It sets the programId on the current StateBlock (because it should be called |
| * inside of the DrawPrimitive() part of the render loop). |
| * |
| * If a program for the given combination does not exist, create one, and store |
| * the program in the hash table. If it creates a program, it will link the |
| * given objects, too. |
| */ |
| static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv; |
| WineD3D_GL_Info *gl_info = &This->adapter->gl_info; |
| IWineD3DPixelShader *pshader = This->stateBlock->pixelShader; |
| IWineD3DVertexShader *vshader = This->stateBlock->vertexShader; |
| struct glsl_shader_prog_link *entry = NULL; |
| GLhandleARB programId = 0; |
| GLhandleARB reorder_shader_id = 0; |
| int i; |
| char glsl_name[8]; |
| |
| GLhandleARB vshader_id = use_vs ? ((IWineD3DBaseShaderImpl*)vshader)->baseShader.prgId : 0; |
| GLhandleARB pshader_id = use_ps ? ((IWineD3DBaseShaderImpl*)pshader)->baseShader.prgId : 0; |
| entry = get_glsl_program_entry(priv, vshader_id, pshader_id); |
| if (entry) { |
| priv->glsl_program = entry; |
| return; |
| } |
| |
| /* If we get to this point, then no matching program exists, so we create one */ |
| programId = GL_EXTCALL(glCreateProgramObjectARB()); |
| TRACE("Created new GLSL shader program %u\n", programId); |
| |
| /* Create the entry */ |
| entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link)); |
| entry->programId = programId; |
| entry->vshader = vshader_id; |
| entry->pshader = pshader_id; |
| /* Add the hash table entry */ |
| add_glsl_program_entry(priv, entry); |
| |
| /* Set the current program */ |
| priv->glsl_program = entry; |
| |
| /* Attach GLSL vshader */ |
| if (vshader_id) { |
| int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */ |
| char tmp_name[10]; |
| |
| reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info); |
| TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId); |
| GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id)); |
| checkGLcall("glAttachObjectARB"); |
| /* Flag the reorder function for deletion, then it will be freed automatically when the program |
| * is destroyed |
| */ |
| GL_EXTCALL(glDeleteObjectARB(reorder_shader_id)); |
| |
| TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId); |
| GL_EXTCALL(glAttachObjectARB(programId, vshader_id)); |
| checkGLcall("glAttachObjectARB"); |
| |
| /* Bind vertex attributes to a corresponding index number to match |
| * the same index numbers as ARB_vertex_programs (makes loading |
| * vertex attributes simpler). With this method, we can use the |
| * exact same code to load the attributes later for both ARB and |
| * GLSL shaders. |
| * |
| * We have to do this here because we need to know the Program ID |
| * in order to make the bindings work, and it has to be done prior |
| * to linking the GLSL program. */ |
| for (i = 0; i < max_attribs; ++i) { |
| if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) { |
| snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i); |
| GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name)); |
| } |
| } |
| checkGLcall("glBindAttribLocationARB"); |
| |
| list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry); |
| } |
| |
| /* Attach GLSL pshader */ |
| if (pshader_id) { |
| TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId); |
| GL_EXTCALL(glAttachObjectARB(programId, pshader_id)); |
| checkGLcall("glAttachObjectARB"); |
| |
| list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry); |
| } |
| |
| /* Link the program */ |
| TRACE("Linking GLSL shader program %u\n", programId); |
| GL_EXTCALL(glLinkProgramARB(programId)); |
| print_glsl_info_log(&GLINFO_LOCATION, programId); |
| |
| entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF)); |
| for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) { |
| snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i); |
| entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name)); |
| } |
| for (i = 0; i < MAX_CONST_I; ++i) { |
| snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i); |
| entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name)); |
| } |
| entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF)); |
| for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) { |
| snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i); |
| entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name)); |
| } |
| for (i = 0; i < MAX_CONST_I; ++i) { |
| snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i); |
| entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name)); |
| } |
| |
| if(pshader) { |
| for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) { |
| char name[32]; |
| sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit); |
| entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name)); |
| sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit); |
| entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name)); |
| sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit); |
| entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name)); |
| } |
| } |
| |
| |
| entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup")); |
| entry->srgb_comparison_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_comparison")); |
| entry->srgb_mul_low_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_mul_low")); |
| entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection")); |
| checkGLcall("Find glsl program uniform locations"); |
| |
| if (pshader && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.hex_version) >= 3 |
| && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4) { |
| TRACE("Shader %d needs vertex color clamping disabled\n", programId); |
| entry->vertex_color_clamp = GL_FALSE; |
| } else { |
| entry->vertex_color_clamp = GL_FIXED_ONLY_ARB; |
| } |
| |
| /* Set the shader to allow uniform loading on it */ |
| GL_EXTCALL(glUseProgramObjectARB(programId)); |
| checkGLcall("glUseProgramObjectARB(programId)"); |
| |
| /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure |
| * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If |
| * a pshader with fixed function pipeline is used there are no vertex samplers, and if a |
| * vertex shader with fixed function pixel processing is used we make sure that the card |
| * supports enough samplers to allow the max number of vertex samplers with all possible |
| * fixed function fragment processing setups. So once the program is linked these samplers |
| * won't change. |
| */ |
| if(vshader_id) { |
| /* Load vertex shader samplers */ |
| shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId); |
| } |
| if(pshader_id) { |
| /* Load pixel shader samplers */ |
| shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId); |
| } |
| |
| /* If the local constants do not have to be loaded with the environment constants, |
| * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles |
| * later |
| */ |
| if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) { |
| hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P'); |
| } |
| if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) { |
| hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V'); |
| } |
| } |
| |
| static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) { |
| GLhandleARB program_id; |
| GLhandleARB vshader_id, pshader_id; |
| const char *blt_vshader[] = { |
| "#version 120\n" |
| "void main(void)\n" |
| "{\n" |
| " gl_Position = gl_Vertex;\n" |
| " gl_FrontColor = vec4(1.0);\n" |
| " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n" |
| " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n" |
| "}\n" |
| }; |
| |
| const char *blt_pshader[] = { |
| "#version 120\n" |
| "uniform sampler2D sampler;\n" |
| "void main(void)\n" |
| "{\n" |
| " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n" |
| "}\n" |
| }; |
| |
| vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)); |
| GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL)); |
| GL_EXTCALL(glCompileShaderARB(vshader_id)); |
| |
| pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB)); |
| GL_EXTCALL(glShaderSourceARB(pshader_id, 1, blt_pshader, NULL)); |
| GL_EXTCALL(glCompileShaderARB(pshader_id)); |
| |
| program_id = GL_EXTCALL(glCreateProgramObjectARB()); |
| GL_EXTCALL(glAttachObjectARB(program_id, vshader_id)); |
| GL_EXTCALL(glAttachObjectARB(program_id, pshader_id)); |
| GL_EXTCALL(glLinkProgramARB(program_id)); |
| |
| print_glsl_info_log(&GLINFO_LOCATION, program_id); |
| |
| /* Once linked we can mark the shaders for deletion. They will be deleted once the program |
| * is destroyed |
| */ |
| GL_EXTCALL(glDeleteObjectARB(vshader_id)); |
| GL_EXTCALL(glDeleteObjectARB(pshader_id)); |
| return program_id; |
| } |
| |
| static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv; |
| WineD3D_GL_Info *gl_info = &This->adapter->gl_info; |
| GLhandleARB program_id = 0; |
| GLenum old_vertex_color_clamp, current_vertex_color_clamp; |
| |
| old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB; |
| |
| if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS); |
| else priv->glsl_program = NULL; |
| |
| current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB; |
| |
| if (old_vertex_color_clamp != current_vertex_color_clamp) { |
| if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) { |
| GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp)); |
| checkGLcall("glClampColorARB"); |
| } else { |
| FIXME("vertex color clamp needs to be changed, but extension not supported.\n"); |
| } |
| } |
| |
| program_id = priv->glsl_program ? priv->glsl_program->programId : 0; |
| if (program_id) TRACE("Using GLSL program %u\n", program_id); |
| GL_EXTCALL(glUseProgramObjectARB(program_id)); |
| checkGLcall("glUseProgramObjectARB"); |
| } |
| |
| static void shader_glsl_select_depth_blt(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| WineD3D_GL_Info *gl_info = &This->adapter->gl_info; |
| struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv; |
| static GLhandleARB loc = -1; |
| |
| if (!priv->depth_blt_glsl_program_id) { |
| priv->depth_blt_glsl_program_id = create_glsl_blt_shader(gl_info); |
| loc = GL_EXTCALL(glGetUniformLocationARB(priv->depth_blt_glsl_program_id, "sampler")); |
| } |
| |
| GL_EXTCALL(glUseProgramObjectARB(priv->depth_blt_glsl_program_id)); |
| GL_EXTCALL(glUniform1iARB(loc, 0)); |
| } |
| |
| static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| WineD3D_GL_Info *gl_info = &This->adapter->gl_info; |
| struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv; |
| GLhandleARB program_id; |
| |
| program_id = priv->glsl_program ? priv->glsl_program->programId : 0; |
| if (program_id) TRACE("Using GLSL program %u\n", program_id); |
| |
| GL_EXTCALL(glUseProgramObjectARB(program_id)); |
| checkGLcall("glUseProgramObjectARB"); |
| } |
| |
| static void shader_glsl_cleanup(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| WineD3D_GL_Info *gl_info = &This->adapter->gl_info; |
| GL_EXTCALL(glUseProgramObjectARB(0)); |
| } |
| |
| static void shader_glsl_destroy(IWineD3DBaseShader *iface) { |
| struct list *linked_programs; |
| IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface; |
| IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device; |
| struct shader_glsl_priv *priv = (struct shader_glsl_priv *)device->shader_priv; |
| WineD3D_GL_Info *gl_info = &device->adapter->gl_info; |
| |
| /* Note: Do not use QueryInterface here to find out which shader type this is because this code |
| * can be called from IWineD3DBaseShader::Release |
| */ |
| char pshader = shader_is_pshader_version(This->baseShader.hex_version); |
| |
| if(This->baseShader.prgId == 0) return; |
| linked_programs = &This->baseShader.linked_programs; |
| |
| TRACE("Deleting linked programs\n"); |
| if (linked_programs->next) { |
| struct glsl_shader_prog_link *entry, *entry2; |
| |
| if(pshader) { |
| LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) { |
| delete_glsl_program_entry(priv, gl_info, entry); |
| } |
| } else { |
| LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) { |
| delete_glsl_program_entry(priv, gl_info, entry); |
| } |
| } |
| } |
| |
| TRACE("Deleting shader object %u\n", This->baseShader.prgId); |
| GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId)); |
| checkGLcall("glDeleteObjectARB"); |
| This->baseShader.prgId = 0; |
| This->baseShader.is_compiled = FALSE; |
| } |
| |
| static unsigned int glsl_program_key_hash(void *key) { |
| glsl_program_key_t *k = (glsl_program_key_t *)key; |
| |
| unsigned int hash = k->vshader | k->pshader << 16; |
| hash += ~(hash << 15); |
| hash ^= (hash >> 10); |
| hash += (hash << 3); |
| hash ^= (hash >> 6); |
| hash += ~(hash << 11); |
| hash ^= (hash >> 16); |
| |
| return hash; |
| } |
| |
| static BOOL glsl_program_key_compare(void *keya, void *keyb) { |
| glsl_program_key_t *ka = (glsl_program_key_t *)keya; |
| glsl_program_key_t *kb = (glsl_program_key_t *)keyb; |
| |
| return ka->vshader == kb->vshader && ka->pshader == kb->pshader; |
| } |
| |
| static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv)); |
| priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare); |
| This->shader_priv = priv; |
| return WINED3D_OK; |
| } |
| |
| static void shader_glsl_free(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| WineD3D_GL_Info *gl_info = &This->adapter->gl_info; |
| struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv; |
| |
| if(priv->depth_blt_glsl_program_id) { |
| GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_glsl_program_id)); |
| } |
| |
| hash_table_destroy(priv->glsl_program_lookup, NULL, NULL); |
| |
| HeapFree(GetProcessHeap(), 0, This->shader_priv); |
| This->shader_priv = NULL; |
| } |
| |
| static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) { |
| /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */ |
| return FALSE; |
| } |
| |
| static void shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) { |
| IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; |
| shader_reg_maps* reg_maps = &This->baseShader.reg_maps; |
| CONST DWORD *function = This->baseShader.function; |
| const char *fragcolor; |
| WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info; |
| |
| /* Create the hw GLSL shader object and assign it as the baseShader.prgId */ |
| GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB)); |
| |
| shader_addline(buffer, "#version 120\n"); |
| |
| if (GL_SUPPORT(ARB_DRAW_BUFFERS)) { |
| shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n"); |
| } |
| if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) { |
| /* The spec says that it doesn't have to be explicitly enabled, but the nvidia |
| * drivers write a warning if we don't do so |
| */ |
| shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n"); |
| } |
| |
| /* Base Declarations */ |
| shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION); |
| |
| /* Pack 3.0 inputs */ |
| if (This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) { |
| |
| if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) { |
| This->vertexprocessing = pretransformed; |
| pshader_glsl_input_pack(buffer, This->semantics_in, iface); |
| } else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device)) { |
| This->vertexprocessing = fixedfunction; |
| pshader_glsl_input_pack(buffer, This->semantics_in, iface); |
| } else { |
| This->vertexprocessing = vertexshader; |
| } |
| } |
| |
| /* Base Shader Body */ |
| shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function); |
| |
| /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */ |
| if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) { |
| /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */ |
| if(GL_SUPPORT(ARB_DRAW_BUFFERS)) |
| shader_addline(buffer, "gl_FragData[0] = R0;\n"); |
| else |
| shader_addline(buffer, "gl_FragColor = R0;\n"); |
| } |
| |
| if(GL_SUPPORT(ARB_DRAW_BUFFERS)) { |
| fragcolor = "gl_FragData[0]"; |
| } else { |
| fragcolor = "gl_FragColor"; |
| } |
| if(This->srgb_enabled) { |
| shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n", |
| fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high, |
| srgb_sub_high, srgb_sub_high, srgb_sub_high); |
| shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor); |
| shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor); |
| shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor); |
| shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor); |
| shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor); |
| } |
| /* Pixel shader < 3.0 do not replace the fog stage. |
| * This implements linear fog computation and blending. |
| * TODO: non linear fog |
| * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but |
| * -1/(e-s) and e/(e-s) respectively. |
| */ |
| if(This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) { |
| shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n"); |
| shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor); |
| } |
| |
| shader_addline(buffer, "}\n"); |
| |
| TRACE("Compiling shader object %u\n", shader_obj); |
| GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL)); |
| GL_EXTCALL(glCompileShaderARB(shader_obj)); |
| print_glsl_info_log(&GLINFO_LOCATION, shader_obj); |
| |
| /* Store the shader object */ |
| This->baseShader.prgId = shader_obj; |
| } |
| |
| static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) { |
| IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; |
| shader_reg_maps* reg_maps = &This->baseShader.reg_maps; |
| CONST DWORD *function = This->baseShader.function; |
| WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info; |
| |
| /* Create the hw GLSL shader program and assign it as the baseShader.prgId */ |
| GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)); |
| |
| shader_addline(buffer, "#version 120\n"); |
| |
| /* Base Declarations */ |
| shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION); |
| |
| /* Base Shader Body */ |
| shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function); |
| |
| /* Unpack 3.0 outputs */ |
| if (This->baseShader.hex_version >= WINED3DVS_VERSION(3,0)) { |
| shader_addline(buffer, "order_ps_input(OUT);\n"); |
| } else { |
| shader_addline(buffer, "order_ps_input();\n"); |
| } |
| |
| /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */ |
| if (!reg_maps->fog) |
| shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n"); |
| |
| /* Write the final position. |
| * |
| * OpenGL coordinates specify the center of the pixel while d3d coords specify |
| * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains |
| * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x |
| * contains 1.0 to allow a mad. |
| */ |
| shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n"); |
| shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n"); |
| |
| /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c |
| * |
| * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run |
| * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w, |
| * which is the same as z = z * 2 - w. |
| */ |
| shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n"); |
| |
| shader_addline(buffer, "}\n"); |
| |
| TRACE("Compiling shader object %u\n", shader_obj); |
| GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL)); |
| GL_EXTCALL(glCompileShaderARB(shader_obj)); |
| print_glsl_info_log(&GLINFO_LOCATION, shader_obj); |
| |
| /* Store the shader object */ |
| This->baseShader.prgId = shader_obj; |
| } |
| |
| static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) { |
| /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati |
| * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using |
| * vs_nv_version which is based on NV_vertex_program. |
| * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not |
| * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it |
| * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number |
| * of native instructions, so use that here. For more info see the pixel shader versioning code below. |
| */ |
| if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512)) |
| pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0); |
| else |
| pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0); |
| TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff); |
| pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF); |
| |
| /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b. |
| * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed |
| * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment |
| * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info |
| * in max native instructions. Intel and others also offer the info in this extension but they |
| * don't support GLSL (at least on Windows). |
| * |
| * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number |
| * of instructions is 512 or less we have to do with ps2.0 hardware. |
| * 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. |
| */ |
| if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512)) |
| pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0); |
| else |
| pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0); |
| |
| /* FIXME: The following line is card dependent. -8.0 to 8.0 is the |
| * Direct3D minimum requirement. |
| * |
| * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude" |
| * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here? |
| * |
| * The problem is that the refrast clamps temporary results in the shader to |
| * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here, |
| * then applications may miss the clamping behavior. On the other hand, if it is smaller, |
| * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't |
| * offer a way to query this. |
| */ |
| pCaps->PixelShader1xMaxValue = 8.0; |
| TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff); |
| } |
| |
| static BOOL shader_glsl_conv_supported(WINED3DFORMAT fmt) { |
| TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt)); |
| switch(fmt) { |
| case WINED3DFMT_V8U8: |
| case WINED3DFMT_V16U16: |
| case WINED3DFMT_X8L8V8U8: |
| case WINED3DFMT_L6V5U5: |
| case WINED3DFMT_Q8W8V8U8: |
| case WINED3DFMT_ATI2N: |
| TRACE("[OK]\n"); |
| return TRUE; |
| default: |
| TRACE("[FAILED\n"); |
| return FALSE; |
| } |
| } |
| |
| static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = |
| { |
| /* WINED3DSIH_ABS */ shader_glsl_map2gl, |
| /* WINED3DSIH_ADD */ shader_glsl_arith, |
| /* WINED3DSIH_BEM */ pshader_glsl_bem, |
| /* WINED3DSIH_BREAK */ shader_glsl_break, |
| /* WINED3DSIH_BREAKC */ shader_glsl_breakc, |
| /* WINED3DSIH_BREAKP */ NULL, |
| /* WINED3DSIH_CALL */ shader_glsl_call, |
| /* WINED3DSIH_CALLNZ */ shader_glsl_callnz, |
| /* WINED3DSIH_CMP */ shader_glsl_cmp, |
| /* WINED3DSIH_CND */ shader_glsl_cnd, |
| /* WINED3DSIH_CRS */ shader_glsl_cross, |
| /* WINED3DSIH_DCL */ NULL, |
| /* WINED3DSIH_DEF */ NULL, |
| /* WINED3DSIH_DEFB */ NULL, |
| /* WINED3DSIH_DEFI */ NULL, |
| /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add, |
| /* WINED3DSIH_DP3 */ shader_glsl_dot, |
| /* WINED3DSIH_DP4 */ shader_glsl_dot, |
| /* WINED3DSIH_DST */ shader_glsl_dst, |
| /* WINED3DSIH_DSX */ shader_glsl_map2gl, |
| /* WINED3DSIH_DSY */ shader_glsl_map2gl, |
| /* WINED3DSIH_ELSE */ shader_glsl_else, |
| /* WINED3DSIH_ENDIF */ shader_glsl_end, |
| /* WINED3DSIH_ENDLOOP */ shader_glsl_end, |
| /* WINED3DSIH_ENDREP */ shader_glsl_end, |
| /* WINED3DSIH_EXP */ shader_glsl_map2gl, |
| /* WINED3DSIH_EXPP */ shader_glsl_expp, |
| /* WINED3DSIH_FRC */ shader_glsl_map2gl, |
| /* WINED3DSIH_IF */ shader_glsl_if, |
| /* WINED3DSIH_IFC */ shader_glsl_ifc, |
| /* WINED3DSIH_LABEL */ shader_glsl_label, |
| /* WINED3DSIH_LIT */ shader_glsl_lit, |
| /* WINED3DSIH_LOG */ shader_glsl_log, |
| /* WINED3DSIH_LOGP */ shader_glsl_log, |
| /* WINED3DSIH_LOOP */ shader_glsl_loop, |
| /* WINED3DSIH_LRP */ shader_glsl_lrp, |
| /* WINED3DSIH_M3x2 */ shader_glsl_mnxn, |
| /* WINED3DSIH_M3x3 */ shader_glsl_mnxn, |
| /* WINED3DSIH_M3x4 */ shader_glsl_mnxn, |
| /* WINED3DSIH_M4x3 */ shader_glsl_mnxn, |
| /* WINED3DSIH_M4x4 */ shader_glsl_mnxn, |
| /* WINED3DSIH_MAD */ shader_glsl_mad, |
| /* WINED3DSIH_MAX */ shader_glsl_map2gl, |
| /* WINED3DSIH_MIN */ shader_glsl_map2gl, |
| /* WINED3DSIH_MOV */ shader_glsl_mov, |
| /* WINED3DSIH_MOVA */ shader_glsl_mov, |
| /* WINED3DSIH_MUL */ shader_glsl_arith, |
| /* WINED3DSIH_NOP */ NULL, |
| /* WINED3DSIH_NRM */ shader_glsl_map2gl, |
| /* WINED3DSIH_PHASE */ NULL, |
| /* WINED3DSIH_POW */ shader_glsl_pow, |
| /* WINED3DSIH_RCP */ shader_glsl_rcp, |
| /* WINED3DSIH_REP */ shader_glsl_rep, |
| /* WINED3DSIH_RET */ NULL, |
| /* WINED3DSIH_RSQ */ shader_glsl_rsq, |
| /* WINED3DSIH_SETP */ NULL, |
| /* WINED3DSIH_SGE */ shader_glsl_compare, |
| /* WINED3DSIH_SGN */ shader_glsl_map2gl, |
| /* WINED3DSIH_SINCOS */ shader_glsl_sincos, |
| /* WINED3DSIH_SLT */ shader_glsl_compare, |
| /* WINED3DSIH_SUB */ shader_glsl_arith, |
| /* WINED3DSIH_TEX */ pshader_glsl_tex, |
| /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem, |
| /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem, |
| /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord, |
| /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth, |
| /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3, |
| /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex, |
| /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill, |
| /* WINED3DSIH_TEXLDD */ NULL, |
| /* WINED3DSIH_TEXLDL */ shader_glsl_texldl, |
| /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth, |
| /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad, |
| /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex, |
| /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3, |
| /* WINED3DSIH_TEXM3x3DIFF */ NULL, |
| /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad, |
| /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec, |
| /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex, |
| /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec, |
| /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar, |
| /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb, |
| /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb, |
| }; |
| |
| const shader_backend_t glsl_shader_backend = { |
| shader_glsl_instruction_handler_table, |
| shader_glsl_select, |
| shader_glsl_select_depth_blt, |
| shader_glsl_deselect_depth_blt, |
| shader_glsl_load_constants, |
| shader_glsl_cleanup, |
| shader_glsl_color_correction, |
| shader_glsl_destroy, |
| shader_glsl_alloc, |
| shader_glsl_free, |
| shader_glsl_dirty_const, |
| shader_glsl_generate_pshader, |
| shader_glsl_generate_vshader, |
| shader_glsl_get_caps, |
| shader_glsl_conv_supported, |
| }; |