| /* |
| * GLSL pixel and vertex shader implementation |
| * |
| * Copyright 2006 Jason Green |
| * Copyright 2006-2007 Henri Verbeet |
| * |
| * 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); |
| |
| #define GLINFO_LOCATION (*gl_info) |
| |
| typedef struct { |
| char reg_name[50]; |
| char mask_str[6]; |
| } glsl_dst_param_t; |
| |
| typedef struct { |
| char reg_name[50]; |
| char param_str[100]; |
| } glsl_src_param_t; |
| |
| typedef struct { |
| const char *name; |
| DWORD coord_mask; |
| } glsl_sample_function_t; |
| |
| /** Prints the GLSL info log which will contain error messages if they exist */ |
| void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) { |
| |
| int infologLength = 0; |
| char *infoLog; |
| |
| 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) |
| { |
| infoLog = (char *)HeapAlloc(GetProcessHeap(), 0, infologLength); |
| GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog)); |
| 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) { |
| |
| IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface; |
| GLhandleARB programId = stateBlock->glsl_program->programId; |
| GLhandleARB name_loc; |
| int i; |
| char sampler_name[20]; |
| |
| for (i=0; i< GL_LIMITS(samplers); ++i) { |
| if (stateBlock->textures[i] != NULL) { |
| snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i); |
| name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name)); |
| if (name_loc != -1) { |
| TRACE("Loading %s for texture %d\n", sampler_name, i); |
| GL_EXTCALL(glUniform1iARB(name_loc, i)); |
| checkGLcall("glUniform1iARB"); |
| } |
| } |
| } |
| } |
| |
| /** |
| * 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; |
| 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]); |
| } |
| } |
| } |
| } |
| 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()"); |
| |
| /* 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]); |
| } |
| } |
| } |
| 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, |
| unsigned max_constants, |
| int* 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? "PI":"VI"; |
| 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]); |
| |
| /* 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(glUniform4ivARB(tmp_loc, 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]); |
| |
| 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(glUniform4ivARB(tmp_loc, 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*4]); |
| |
| /* 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*4])); |
| 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. |
| */ |
| void shader_glsl_load_constants( |
| IWineD3DDevice* device, |
| char usePixelShader, |
| char useVertexShader) { |
| |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device; |
| IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock; |
| WineD3D_GL_Info *gl_info = &((IWineD3DImpl*) deviceImpl->wineD3D)->gl_info; |
| |
| GLhandleARB *constant_locations; |
| struct list *constant_list; |
| GLhandleARB programId; |
| GLint pos; |
| |
| if (!stateBlock->glsl_program) { |
| /* No GLSL program set - nothing to do. */ |
| return; |
| } |
| programId = stateBlock->glsl_program->programId; |
| |
| if (useVertexShader) { |
| IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader; |
| GLint pos; |
| |
| constant_locations = stateBlock->glsl_program->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, MAX_CONST_I, |
| stateBlock->vertexShaderConstantI, |
| stateBlock->set.vertexShaderConstantsI); |
| |
| /* Load DirectX 9 boolean constants/uniforms for vertex shader */ |
| shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B, |
| stateBlock->vertexShaderConstantB, |
| stateBlock->set.vertexShaderConstantsB); |
| |
| /* Upload the position fixup params */ |
| pos = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup")); |
| checkGLcall("glGetUniformLocationARB"); |
| GL_EXTCALL(glUniform4fvARB(pos, 1, &deviceImpl->posFixup[0])); |
| checkGLcall("glUniform4fvARB"); |
| } |
| |
| if (usePixelShader) { |
| |
| IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader; |
| |
| constant_locations = stateBlock->glsl_program->puniformF_locations; |
| constant_list = &stateBlock->set_pconstantsF; |
| |
| /* Load pixel shader samplers */ |
| shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*) stateBlock); |
| |
| /* 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, MAX_CONST_I, |
| stateBlock->pixelShaderConstantI, |
| stateBlock->set.pixelShaderConstantsI); |
| |
| /* Load DirectX 9 boolean constants/uniforms for pixel shader */ |
| shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B, |
| stateBlock->pixelShaderConstantB, |
| stateBlock->set.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. |
| */ |
| if(((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat != -1) { |
| float *data = (float *) &stateBlock->textureState[(int) ((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat][WINED3DTSS_BUMPENVMAT00]; |
| pos = GL_EXTCALL(glGetUniformLocationARB(programId, "bumpenvmat")); |
| checkGLcall("glGetUniformLocationARB"); |
| GL_EXTCALL(glUniformMatrix2fvARB(pos, 1, 0, data)); |
| checkGLcall("glUniform4fvARB"); |
| } |
| } |
| } |
| |
| /** Generate the variable & register declarations for the GLSL output target */ |
| void shader_generate_glsl_declarations( |
| IWineD3DBaseShader *iface, |
| shader_reg_maps* reg_maps, |
| SHADER_BUFFER* buffer, |
| WineD3D_GL_Info* gl_info) { |
| |
| IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; |
| int i; |
| |
| /* 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%lu();\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"); |
| else if(reg_maps->bumpmat != -1) |
| shader_addline(buffer, "uniform mat2 bumpenvmat;\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%lu;\n", prefix, i); |
| break; |
| case WINED3DSTT_2D: |
| shader_addline(buffer, "uniform sampler2D %csampler%lu;\n", prefix, i); |
| break; |
| case WINED3DSTT_CUBE: |
| shader_addline(buffer, "uniform samplerCube %csampler%lu;\n", prefix, i); |
| break; |
| case WINED3DSTT_VOLUME: |
| shader_addline(buffer, "uniform sampler3D %csampler%lu;\n", prefix, i); |
| break; |
| default: |
| shader_addline(buffer, "uniform unsupported_sampler %csampler%lu;\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%lu = gl_TexCoord[%lu];\n", i, i); |
| } |
| |
| /* Declare input register temporaries */ |
| for (i=0; i < This->baseShader.limits.packed_input; i++) { |
| if (reg_maps->packed_input[i]) |
| shader_addline(buffer, "vec4 IN%lu;\n", i); |
| } |
| |
| /* Declare output register temporaries */ |
| for (i = 0; i < This->baseShader.limits.packed_output; i++) { |
| if (reg_maps->packed_output[i]) |
| shader_addline(buffer, "vec4 OUT%lu;\n", i); |
| } |
| |
| /* Declare temporary variables */ |
| for(i = 0; i < This->baseShader.limits.temporary; i++) { |
| if (reg_maps->temporary[i]) |
| shader_addline(buffer, "vec4 R%lu;\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 register aL */ |
| if (reg_maps->loop) { |
| shader_addline(buffer, "int aL;\n"); |
| shader_addline(buffer, "int tmpInt;\n"); |
| } |
| |
| /* Temporary variables for matrix operations */ |
| shader_addline(buffer, "vec4 tmp0;\n"); |
| shader_addline(buffer, "vec4 tmp1;\n"); |
| |
| /* Start the main program */ |
| shader_addline(buffer, "void main() {\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 = &((IWineD3DImpl*)deviceImpl->wineD3D)->gl_info; |
| |
| char pshader = shader_is_pshader_version(This->baseShader.hex_version); |
| char tmpStr[50]; |
| |
| *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) |
| sprintf(tmpStr, "IN%u", reg); |
| 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? "PC":"VC"; |
| |
| /* 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); |
| sprintf(tmpStr, "%s[%s + %u]", prefix, rel_param.param_str, reg); |
| } else |
| sprintf(tmpStr, "%s[A0.x + %u]", prefix, reg); |
| |
| } else |
| sprintf(tmpStr, "%s[%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"); |
| 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, "gl_FragCoord"); |
| } else { |
| /* gl_FrontFacing could be used for vFace, but note that |
| * gl_FrontFacing is a bool, while vFace is a float for |
| * which the sign determines front/back */ |
| 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 size_t shader_glsl_get_write_mask_size(DWORD write_mask) { |
| size_t 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, 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: |
| 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; |
| } |
| } |
| |
| |
| /***************************************************************************** |
| * |
| * 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) || |
| arg->opcode->opcode == WINED3DSIO_MOVA) { |
| /* We need to *round* to the nearest int here. */ |
| size_t 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; |
| size_t 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; |
| size_t 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); |
| } |
| } |
| |
| /* 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_RSQ: instruction = "inversesqrt"; break; |
| case WINED3DSIO_ABS: instruction = "abs"; break; |
| case WINED3DSIO_FRC: instruction = "fract"; break; |
| case WINED3DSIO_NRM: instruction = "normalize"; break; |
| case WINED3DSIO_LOGP: |
| case WINED3DSIO_LOG: instruction = "log2"; break; |
| case WINED3DSIO_EXP: instruction = "exp2"; break; |
| case WINED3DSIO_SGN: instruction = "sign"; 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; |
| size_t 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; |
| size_t 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, &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); |
| } |
| } |
| |
| /** 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; |
| size_t 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 { |
| const char *compare; |
| |
| switch(arg->opcode->opcode) { |
| case WINED3DSIO_SLT: compare = "<"; break; |
| case WINED3DSIO_SGE: compare = ">="; break; |
| default: compare = ""; |
| FIXME("Can't handle opcode %s\n", arg->opcode->name); |
| } |
| |
| shader_addline(arg->buffer, "(%s %s %s) ? 1.0 : 0.0);\n", |
| src0_param.param_str, compare, src1_param.param_str); |
| } |
| } |
| |
| /** 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; |
| |
| /* 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 >= 0.0 ? %s : %s);\n", |
| src0_param.param_str, src1_param.param_str, src2_param.param_str); |
| } |
| } |
| |
| /** 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); |
| 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); |
| |
| shader_addline(arg->buffer, "vec4(1.0, (%s > 0.0 ? %s : 0.0), (%s > 0.0 ? ((%s > 0.0) ? pow(%s, clamp(%s, -128.0, 128.0)) : 0.0) : 0.0), 1.0)%s);\n", |
| src0_param.param_str, src0_param.param_str, src0_param.param_str, src1_param.param_str, src1_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; |
| |
| shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param); |
| |
| shader_addline(arg->buffer, "for (tmpInt = 0, aL = %s.y; tmpInt < %s.x; tmpInt++, aL += %s.z) {\n", |
| src1_param.reg_name, src1_param.reg_name, src1_param.reg_name); |
| } |
| |
| void shader_glsl_end(SHADER_OPCODE_ARG* arg) { |
| shader_addline(arg->buffer, "}\n"); |
| } |
| |
| void shader_glsl_rep(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, "for (tmpInt = 0; tmpInt < %s; tmpInt++) {\n", src0_param.param_str); |
| } |
| |
| 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%lu () {\n", snum); |
| } |
| |
| void shader_glsl_call(SHADER_OPCODE_ARG* arg) { |
| DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK; |
| shader_addline(arg->buffer, "subroutine%lu();\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%lu();\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; |
| 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; |
| 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)) { |
| IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; |
| 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; |
| } |
| } |
| |
| sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; |
| shader_glsl_get_sample_function(sampler_type, projected, &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); |
| shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", |
| sample_function.name, sampler_idx, coord_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; |
| size_t 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; |
| size_t 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]; |
| DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| |
| 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, "texture1D(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n", |
| sampler_idx, sampler_idx, src0_param.param_str, dst_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; |
| size_t 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); |
| |
| shader_addline(arg->buffer, "gl_FragDepth = %s.x / %s.y;\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); |
| shader_glsl_get_sample_function(sampler_type, 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(tmp.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); |
| |
| /* Calculate reflection vector, 2*(tmp0.src1)*tmp0-src1 |
| * This is equivalent to reflect(-src1, tmp0); */ |
| shader_addline(buffer, "tmp0.xyz = reflect(-(%s), tmp0.xyz);\n", src1_param.param_str); |
| |
| shader_glsl_append_dst(buffer, arg); |
| shader_glsl_get_write_mask(arg->dst, dst_mask); |
| shader_glsl_get_sample_function(stype, 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); |
| |
| /* Calculate reflection vector (Assume normal is normalized): RF = 2*(tmp0.tmp1)*tmp0-tmp1 |
| * This is equivalent to reflect(-tmp1, tmp0); */ |
| shader_addline(buffer, "tmp0.xyz = reflect(-tmp1.xyz, tmp0.xyz);\n"); |
| |
| shader_glsl_append_dst(buffer, arg); |
| shader_glsl_get_write_mask(arg->dst, dst_mask); |
| shader_glsl_get_sample_function(sampler_type, 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; |
| shader_glsl_get_sample_function(sampler_type, 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); |
| shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n", |
| sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask, dst_swizzle); |
| } |
| |
| void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) { |
| glsl_src_param_t src0_param, src1_param; |
| |
| 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 * %s);\n", |
| src0_param.param_str, 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); |
| shader_glsl_get_sample_function(sampler_type, 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) { |
| glsl_dst_param_t dst_param; |
| |
| shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param); |
| 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; |
| size_t 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); |
| |
| shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str); |
| } |
| |
| void pshader_glsl_input_pack( |
| SHADER_BUFFER* buffer, |
| semantic* semantics_in) { |
| |
| unsigned int i; |
| |
| 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_COLOR: |
| if (usage_idx == 0) |
| shader_addline(buffer, "IN%u%s = vec4(gl_Color)%s;\n", |
| i, reg_mask, reg_mask); |
| else if (usage_idx == 1) |
| shader_addline(buffer, "IN%u%s = vec4(gl_SecondaryColor)%s;\n", |
| i, reg_mask, reg_mask); |
| else |
| shader_addline(buffer, "IN%u%s = vec4(unsupported_color_input)%s;\n", |
| i, reg_mask, reg_mask); |
| break; |
| |
| case WINED3DDECLUSAGE_TEXCOORD: |
| shader_addline(buffer, "IN%u%s = vec4(gl_TexCoord[%u])%s;\n", |
| i, reg_mask, usage_idx, reg_mask ); |
| break; |
| |
| case WINED3DDECLUSAGE_FOG: |
| shader_addline(buffer, "IN%u%s = vec4(gl_FogFragCoord)%s;\n", |
| i, reg_mask, reg_mask); |
| break; |
| |
| default: |
| shader_addline(buffer, "IN%u%s = vec4(unsupported_input)%s;\n", |
| i, reg_mask, reg_mask); |
| } |
| } |
| } |
| |
| /********************************************* |
| * Vertex Shader Specific Code begins here |
| ********************************************/ |
| |
| void vshader_glsl_output_unpack( |
| SHADER_BUFFER* buffer, |
| semantic* semantics_out) { |
| |
| unsigned int i; |
| |
| for (i = 0; i < MAX_REG_OUTPUT; i++) { |
| |
| DWORD usage_token = semantics_out[i].usage; |
| DWORD register_token = semantics_out[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_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); |
| else |
| shader_addline(buffer, "unsupported_color_output%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: |
| shader_addline(buffer, "gl_TexCoord[%u]%s = OUT%u%s;\n", |
| usage_idx, reg_mask, i, reg_mask); |
| 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%s;\n", i, reg_mask); |
| break; |
| |
| default: |
| shader_addline(buffer, "unsupported_output%s = OUT%u%s;\n", reg_mask, i, reg_mask); |
| } |
| } |
| } |
| |
| static void add_glsl_program_entry(IWineD3DDeviceImpl *device, 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(device->glsl_program_lookup, key, entry); |
| } |
| |
| static struct glsl_shader_prog_link *get_glsl_program_entry(IWineD3DDeviceImpl *device, |
| GLhandleARB vshader, GLhandleARB pshader) { |
| glsl_program_key_t key; |
| |
| key.vshader = vshader; |
| key.pshader = pshader; |
| |
| return (struct glsl_shader_prog_link *)hash_table_get(device->glsl_program_lookup, &key); |
| } |
| |
| void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info; |
| 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(This->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); |
| } |
| |
| /** 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; |
| WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info; |
| IWineD3DPixelShader *pshader = This->stateBlock->pixelShader; |
| IWineD3DVertexShader *vshader = This->stateBlock->vertexShader; |
| struct glsl_shader_prog_link *entry = NULL; |
| GLhandleARB programId = 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(This, vshader_id, pshader_id); |
| if (entry) { |
| This->stateBlock->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(This, entry); |
| |
| /* Set the current program */ |
| This->stateBlock->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]; |
| |
| 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) { |
| 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)); |
| } |
| 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)); |
| } |
| } |
| |
| static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) { |
| GLhandleARB program_id; |
| GLhandleARB vshader_id, pshader_id; |
| const char *blt_vshader[] = { |
| "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[] = { |
| "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); |
| |
| return program_id; |
| } |
| |
| static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info; |
| GLhandleARB program_id = 0; |
| |
| if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS); |
| else This->stateBlock->glsl_program = NULL; |
| |
| program_id = This->stateBlock->glsl_program ? This->stateBlock->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 = &((IWineD3DImpl *)(This->wineD3D))->gl_info; |
| static GLhandleARB program_id = 0; |
| static GLhandleARB loc = -1; |
| |
| if (!program_id) { |
| program_id = create_glsl_blt_shader(gl_info); |
| loc = GL_EXTCALL(glGetUniformLocationARB(program_id, "sampler")); |
| } |
| |
| GL_EXTCALL(glUseProgramObjectARB(program_id)); |
| GL_EXTCALL(glUniform1iARB(loc, 0)); |
| } |
| |
| static void shader_glsl_cleanup(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info; |
| GL_EXTCALL(glUseProgramObjectARB(0)); |
| } |
| |
| const shader_backend_t glsl_shader_backend = { |
| &shader_glsl_select, |
| &shader_glsl_select_depth_blt, |
| &shader_glsl_load_constants, |
| &shader_glsl_cleanup |
| }; |