diff --git a/dlls/wined3d/Makefile.in b/dlls/wined3d/Makefile.in index fae77b34ec2..0df67929d96 100644 --- a/dlls/wined3d/Makefile.in +++ b/dlls/wined3d/Makefile.in @@ -15,6 +15,7 @@ C_SRCS = \ device.c \ directx.c \ drawprim.c \ + glsl_shader.c \ indexbuffer.c \ palette.c \ pixelshader.c \ diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c index 1968a11ac30..5a585afd651 100644 --- a/dlls/wined3d/baseshader.c +++ b/dlls/wined3d/baseshader.c @@ -29,13 +29,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); #define GLNAME_REQUIRE_GLSL ((const char *)1) -#define GLINFO_LOCATION (*gl_info) - -typedef struct shader_reg_maps { - DWORD texcoord; - DWORD temporary; - DWORD address; -} shader_reg_maps; inline static BOOL shader_is_version_token(DWORD token) { return shader_is_pshader_version(token) || @@ -626,6 +619,7 @@ void generate_base_shader( SHADER_OPCODE_ARG hw_arg; hw_arg.shader = iface; hw_arg.buffer = buffer; + hw_arg.reg_maps = ®_maps; This->baseShader.parse_state.current_row = 0; /* First pass: figure out which temporary and texture registers are used */ @@ -727,28 +721,6 @@ void generate_base_shader( } } -/** 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); - } -} - void shader_dump_ins_modifiers(const DWORD output) { DWORD shift = (output & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT; diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c new file mode 100644 index 00000000000..7c2468e343c --- /dev/null +++ b/dlls/wined3d/glsl_shader.c @@ -0,0 +1,803 @@ +/* + * GLSL pixel and vertex shader implementation + * + * Copyright 2006 Jason Green + * + * 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 + */ + +#include "config.h" +#include +#include "wined3d_private.h" + +WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); + +#define GLINFO_LOCATION (*gl_info) + +/** 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)); + TRACE("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog)); + HeapFree(GetProcessHeap(), 0, infoLog); + } +} + +/***************************************************************************** + * Functions to generate GLSL strings from DirectX Shader bytecode begin here. + * + * For more information, see http://wiki.winehq.org/DirectX-Shaders + ****************************************************************************/ + +/* Prototypes */ +void shader_glsl_add_param( + SHADER_OPCODE_ARG* arg, + const DWORD param, + const DWORD addr_token, + BOOL is_input, + char *reg_name, + char *reg_mask, + char *out_str); + +/** Used for opcode modifiers - They multiply the result by the specified amount */ +static const char* 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) */ +}; + +/** Print the beginning of the generated GLSL string. example: "reg_name.xyzw = vec4(" */ +void shader_glsl_add_dst(DWORD param, const char* reg_name, const char* reg_mask, char* outStr) { + + int shift = (param & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT; + + /* TODO: determine if destination is anything other than a float vector and accommodate*/ + if (reg_name[0] == 'A') + sprintf(outStr, "%s%s = %sivec4(", reg_name, reg_mask, shift_glsl_tab[shift]); + else + sprintf(outStr, "%s%s = %svec4(", reg_name, reg_mask, shift_glsl_tab[shift]); + +} + +/* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */ +void shader_glsl_gen_modifier ( + const DWORD instr, + const char *in_reg, + const char *in_regswizzle, + char *out_str) { + + out_str[0] = 0; + + switch (instr & D3DSP_SRCMOD_MASK) { + case D3DSPSM_NONE: + sprintf(out_str, "%s%s", in_reg, in_regswizzle); + break; + case D3DSPSM_NEG: + sprintf(out_str, "-%s%s", in_reg, in_regswizzle); + break; + case D3DSPSM_BIAS: + sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle); + break; + case D3DSPSM_BIASNEG: + sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle); + break; + case D3DSPSM_SIGN: + sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle); + break; + case D3DSPSM_SIGNNEG: + sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle); + break; + case D3DSPSM_COMP: + sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle); + break; + case D3DSPSM_X2: + sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle); + break; + case D3DSPSM_X2NEG: + sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle); + break; + case D3DSPSM_DZ: /* reg1_db = { reg1.r/b, reg1.g/b, ...} The g & a components are undefined, so we'll leave them alone */ + sprintf(out_str, "vec4(%s.r / %s.b, %s.g / %s.b, %s.b, %s.a)", in_reg, in_reg, in_reg, in_reg, in_reg, in_reg); + break; + case D3DSPSM_DW: + sprintf(out_str, "vec4(%s.r / %s.a, %s.g / %s.a, %s.b, %s.a)", in_reg, in_reg, in_reg, in_reg, in_reg, in_reg); + break; + case D3DSPSM_ABS: + sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle); + break; + case D3DSPSM_ABSNEG: + sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle); + break; + default: + FIXME("Unhandled modifier %lu\n", (instr & D3DSP_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 */ +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 */ + const char* hwrastout_reg_names[] = { "gl_Position", "gl_FogCoord", "gl_PointSize" }; + + DWORD reg = param & D3DSP_REGNUM_MASK; + DWORD regtype = shader_get_regtype(param); + IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader; + BOOL pshader = shader_is_pshader_version(This->baseShader.hex_version); + char tmpStr[50]; + + switch (regtype) { + case D3DSPR_TEMP: + sprintf(tmpStr, "R%lu", reg); + break; + case D3DSPR_INPUT: + if (pshader) { + if (reg==0) { + strcpy(tmpStr, "gl_Color"); + } else { + strcpy(tmpStr, "gl_SecondaryColor"); + } + } else { + IWineD3DVertexShaderImpl *vshader = (IWineD3DVertexShaderImpl*) arg->shader; + if (reg == vshader->arrayUsageMap[WINED3DSHADERDECLUSAGE_DIFFUSE] + || reg == vshader->arrayUsageMap[WINED3DSHADERDECLUSAGE_SPECULAR]) { + (*is_color) = TRUE; + } + /* if the attributes come in as named dcl's then use a named vertex (called namedVertexN) */ + if (vshader->namedArrays) { + sprintf(tmpStr, "namedVertex%lu", reg); + } else { + /* otherwise the input is on a numbered attribute so use opengl numbered attributes */ + sprintf(tmpStr, "attrib%lu", reg); + } + } + break; + case D3DSPR_CONST: + if (arg->reg_maps->constantsF[reg]) { + /* Use a local constant declared by "dcl" */ + + if (param & D3DVS_ADDRMODE_RELATIVE) { + /* FIXME: Copy all constants (local & global) into a single array + * to handle this case where we want a relative address from a + * local constant. */ + FIXME("Relative addressing not yet supported on named constants\n"); + } else { + sprintf(tmpStr, "C%lu", reg); + } + } else { + /* Use a global constant declared in Set____ShaderConstantF() */ + if (param & D3DVS_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 (This->baseShader.version >= 20) { + char relStr[100], relReg[50], relMask[6]; + shader_glsl_add_param(arg, addr_token, 0, TRUE, relReg, relMask, relStr); + sprintf(tmpStr, "C[%s + %lu]", relStr, reg); + } else { + sprintf(tmpStr, "C[A0.x + %lu]", reg); + } + } else { + /* Just a normal global constant - no relative addressing */ + sprintf(tmpStr, "C[%lu]", reg); + } + } + break; + case D3DSPR_TEXTURE: /* case D3DSPR_ADDR: */ + if (pshader) { + sprintf(tmpStr, "T%lu", reg); + } else { + sprintf(tmpStr, "A%lu", reg); + } + break; + case D3DSPR_SAMPLER: + sprintf(tmpStr, "mytex%lu", reg); + break; + case D3DSPR_COLOROUT: + if (reg == 0) + sprintf(tmpStr, "gl_FragColor"); + else { + /* TODO: See GL_ARB_draw_buffers */ + FIXME("Unsupported write to render target %lu\n", reg); + sprintf(tmpStr, "unsupported_register"); + } + break; + case D3DSPR_RASTOUT: + sprintf(tmpStr, "%s", hwrastout_reg_names[reg]); + break; + case D3DSPR_DEPTHOUT: + sprintf(tmpStr, "gl_FragDepth"); + break; + case D3DSPR_ATTROUT: + if (reg == 0) { + sprintf(tmpStr, "gl_FrontColor"); + } else { + sprintf(tmpStr, "gl_FrontSecondaryColor"); + } + break; + case D3DSPR_TEXCRDOUT: + sprintf(tmpStr, "gl_TexCoord[%lu]", reg); + break; + default: + FIXME("Unhandled register name Type(%ld)\n", regtype); + sprintf(tmpStr, "unrecognized_register"); + break; + } + + strcat(regstr, tmpStr); +} + +/* Writes the GLSL writemask for the destination register */ +void shader_glsl_get_output_register_swizzle( + IWineD3DBaseShader *shader, + const DWORD param, + char *write_mask) { + + IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) shader; + BOOL pshader = shader_is_pshader_version(This->baseShader.hex_version); + + *write_mask = 0; + if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) { + strcat(write_mask, "."); + if (param & D3DSP_WRITEMASK_0) strcat(write_mask, pshader ? "r" : "x"); + if (param & D3DSP_WRITEMASK_1) strcat(write_mask, pshader ? "g" : "y"); + if (param & D3DSP_WRITEMASK_2) strcat(write_mask, pshader ? "b" : "z"); + if (param & D3DSP_WRITEMASK_3) strcat(write_mask, pshader ? "a" : "w"); + } +} + +void shader_glsl_get_input_register_swizzle( + IWineD3DBaseShader *shader, + const DWORD param, + BOOL is_color, + char *reg_mask) { + + IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) shader; + BOOL pshader = shader_is_pshader_version(This->baseShader.hex_version); + + char swizzle_reg_chars_color_fix[5]; + char swizzle_reg_chars[5]; + const char* swizzle_regs = NULL; + + /** operand input */ + DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT; + DWORD swizzle_x = swizzle & 0x03; + DWORD swizzle_y = (swizzle >> 2) & 0x03; + DWORD swizzle_z = (swizzle >> 4) & 0x03; + DWORD swizzle_w = (swizzle >> 6) & 0x03; + + strcpy(swizzle_reg_chars_color_fix, pshader ? "bgra" : "zyxw"); + strcpy(swizzle_reg_chars, pshader ? "rgba" : "xyzw"); + + if (is_color) { + swizzle_regs = swizzle_reg_chars_color_fix; + } else { + swizzle_regs = swizzle_reg_chars; + } + + /** + * swizzle bits fields: + * WWZZYYXX + */ + if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) { /* D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */ + if (is_color) { + sprintf(reg_mask, ".%c%c%c%c", + swizzle_regs[swizzle_x], + swizzle_regs[swizzle_y], + swizzle_regs[swizzle_z], + swizzle_regs[swizzle_w]); + } + return ; + } + if (swizzle_x == swizzle_y && + swizzle_x == swizzle_z && + swizzle_x == swizzle_w) + { + sprintf(reg_mask, ".%c", swizzle_regs[swizzle_x]); + } else { + sprintf(reg_mask, ".%c%c%c%c", + swizzle_regs[swizzle_x], + swizzle_regs[swizzle_y], + swizzle_regs[swizzle_z], + swizzle_regs[swizzle_w]); + } +} + +/** 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. */ +void shader_glsl_add_param( + SHADER_OPCODE_ARG* arg, + const DWORD param, + const DWORD addr_token, + BOOL is_input, + char *reg_name, + char *reg_mask, + char *out_str) { + + BOOL is_color = FALSE; + reg_mask[0] = reg_name[0] = out_str[0] = 0; + + shader_glsl_get_register_name(param, addr_token, reg_name, &is_color, arg); + + if (is_input) { + shader_glsl_get_input_register_swizzle(arg->shader, param, is_color, reg_mask); + shader_glsl_gen_modifier(param, reg_name, reg_mask, out_str); + } else { + shader_glsl_get_output_register_swizzle(arg->shader, param, reg_mask); + sprintf(out_str, "%s%s", reg_name, reg_mask); + } +} + +/** Process GLSL instruction modifiers */ +void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) { + + if (0 != (arg->dst & D3DSP_DSTMOD_MASK)) { + DWORD mask = arg->dst & D3DSP_DSTMOD_MASK; + char dst_reg[50]; + char dst_mask[6]; + char dst_str[100]; + + shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); + + if (mask & D3DSPDM_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_reg, dst_mask, dst_reg, dst_mask); + } + if (mask & D3DSPDM_MSAMPCENTROID) { + FIXME("_centroid modifier not handled\n"); + } + if (mask & D3DSPDM_PARTIALPRECISION) { + /* MSDN says this modifier can be safely ignored, so that's what we'll do. */ + } + } +} + +/***************************************************************************** + * + * Begin processing individual instruction opcodes + * + ****************************************************************************/ + +/* Generate GLSL arithmatic functions (dst = src1 + src2) */ +void shader_glsl_arith(SHADER_OPCODE_ARG* arg) { + + CONST SHADER_OPCODE* curOpcode = arg->opcode; + SHADER_BUFFER* buffer = arg->buffer; + char tmpLine[256]; + char dst_reg[50], src0_reg[50], src1_reg[50]; + char dst_mask[6], src0_mask[6], src1_mask[6]; + char dst_str[100], src0_str[100], src1_str[100]; + + shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); + shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); + shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); + shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); + strcat(tmpLine, src0_str); + + /* Determine the GLSL operator to use based on the opcode */ + switch (curOpcode->opcode) { + case D3DSIO_MUL: strcat(tmpLine, " * "); break; + case D3DSIO_ADD: strcat(tmpLine, " + "); break; + case D3DSIO_SUB: strcat(tmpLine, " - "); break; + default: + FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name); + break; + } + shader_addline(buffer, "%s%s)%s;\n", tmpLine, src1_str, dst_mask); +} + +/* Process the D3DSIO_MOV opcode using GLSL (dst = src) */ +void shader_glsl_mov(SHADER_OPCODE_ARG* arg) { + + SHADER_BUFFER* buffer = arg->buffer; + char tmpLine[256]; + char dst_str[100], src0_str[100]; + char dst_reg[50], src0_reg[50]; + char dst_mask[6], src0_mask[6]; + + shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); + shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); + shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); + shader_addline(buffer, "%s%s)%s;\n", tmpLine, src0_str, dst_mask); +} + +/* 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; + char tmpDest[100]; + char dst_str[100], src0_str[100], src1_str[100]; + char dst_reg[50], src0_reg[50], src1_reg[50]; + char dst_mask[6], src0_mask[6], src1_mask[6]; + char cast[6]; + + shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); + shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); + shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); + + shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpDest); + + /* Need to cast the src vectors to vec3 for dp3, and vec4 for dp4 */ + if (curOpcode->opcode == D3DSIO_DP4) + strcpy(cast, "vec4("); + else + strcpy(cast, "vec3("); + + shader_addline(buffer, "%sdot(%s%s), %s%s)))%s;\n", + tmpDest, cast, src0_str, cast, src1_str, dst_mask); +} + +/* 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; + char tmpLine[256]; + char dst_str[100], src_str[100]; + char dst_reg[50], src_reg[50]; + char dst_mask[6], src_mask[6]; + unsigned i; + + shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); + + shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); + + /* Determine the GLSL function to use based on the opcode */ + /* TODO: Possibly make this a table for faster lookups */ + switch (curOpcode->opcode) { + case D3DSIO_MIN: strcat(tmpLine, "min"); break; + case D3DSIO_MAX: strcat(tmpLine, "max"); break; + case D3DSIO_RSQ: strcat(tmpLine, "inversesqrt"); break; + case D3DSIO_ABS: strcat(tmpLine, "abs"); break; + case D3DSIO_FRC: strcat(tmpLine, "fract"); break; + case D3DSIO_POW: strcat(tmpLine, "pow"); break; + case D3DSIO_CRS: strcat(tmpLine, "cross"); break; + case D3DSIO_NRM: strcat(tmpLine, "normalize"); break; + case D3DSIO_LOG: strcat(tmpLine, "log2"); break; + case D3DSIO_EXPP: + case D3DSIO_EXP: strcat(tmpLine, "exp2"); break; + case D3DSIO_SGE: strcat(tmpLine, "greaterThanEqual"); break; + case D3DSIO_SLT: strcat(tmpLine, "lessThan"); break; + default: + FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name); + break; + } + + strcat(tmpLine, "("); + + if (curOpcode->num_params > 0) { + shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src_reg, src_mask, src_str); + strcat(tmpLine, src_str); + for (i = 2; i < curOpcode->num_params; ++i) { + strcat(tmpLine, ", "); + shader_glsl_add_param(arg, arg->src[i-1], arg->src_addr[i-1], TRUE, src_reg, src_mask, src_str); + strcat(tmpLine, src_str); + } + } + shader_addline(buffer, "%s))%s;\n", tmpLine, dst_mask); + +} + +/** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */ +void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) { + + char tmpLine[256]; + char dst_str[100], src_str[100]; + char dst_reg[50], src_reg[50]; + char dst_mask[6], src_mask[6]; + + shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); + shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src_reg, src_mask, src_str); + shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); + strcat(tmpLine, "1.0 / "); + shader_addline(arg->buffer, "%s%s)%s;\n", tmpLine, src_str, dst_mask); +} + +/** Process signed comparison opcodes in GLSL. */ +void shader_glsl_compare(SHADER_OPCODE_ARG* arg) { + + char tmpLine[256]; + char dst_str[100], src0_str[100], src1_str[100]; + char dst_reg[50], src0_reg[50], src1_reg[50]; + char dst_mask[6], src0_mask[6], src1_mask[6]; + + shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); + shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); + shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); + + /* If we are comparing vectors and not scalars, we should process this through map2gl using the GLSL functions. */ + if (strlen(src0_mask) != 2) { + shader_glsl_map2gl(arg); + } else { + char compareStr[3]; + compareStr[0] = 0; + shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); + + switch (arg->opcode->opcode) { + case D3DSIO_SLT: strcpy(compareStr, "<"); break; + case D3DSIO_SGE: strcpy(compareStr, ">="); break; + default: + FIXME("Can't handle opcode %s\n", arg->opcode->name); + } + shader_addline(arg->buffer, "%s(float(%s) %s float(%s)) ? 1.0 : 0.0)%s;\n", + tmpLine, src0_str, compareStr, src1_str, dst_mask); + } +} + +/** Process CMP instruction in GLSL (dst = src0.x > 0.0 ? src1.x : src2.x), per channel */ +void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) { + + char dst_str[100], src0_str[100], src1_str[100], src2_str[100]; + char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50]; + char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6]; + + shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); + shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); + shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); + shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str); + + /* FIXME: This isn't correct - doesn't take the dst's swizzle into account. */ + shader_addline(arg->buffer, "%s.x = (%s.x > 0.0) ? %s.x : %s.x;\n", dst_reg, src0_reg, src1_reg, src2_reg); + shader_addline(arg->buffer, "%s.y = (%s.y > 0.0) ? %s.y : %s.y;\n", dst_reg, src0_reg, src1_reg, src2_reg); + shader_addline(arg->buffer, "%s.z = (%s.z > 0.0) ? %s.z : %s.z;\n", dst_reg, src0_reg, src1_reg, src2_reg); + shader_addline(arg->buffer, "%s.w = (%s.w > 0.0) ? %s.w : %s.w;\n", dst_reg, src0_reg, src1_reg, src2_reg); +} + +/** Process the CND opcode in GLSL (dst = (src0 < 0.5) ? src1 : src2) */ +void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) { + + char tmpLine[256]; + char dst_str[100], src0_str[100], src1_str[100], src2_str[100]; + char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50]; + char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6]; + + shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); + shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); + shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); + shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str); + shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); + shader_addline(arg->buffer, "%s(%s < 0.5) ? %s : %s)%s;\n", + tmpLine, src0_str, src1_str, src2_str, dst_mask); +} + +/** GLSL code generation for D3DSIO_MAD: Multiply the first 2 opcodes, then add the last */ +void shader_glsl_mad(SHADER_OPCODE_ARG* arg) { + + char tmpLine[256]; + char dst_str[100], src0_str[100], src1_str[100], src2_str[100]; + char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50]; + char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6]; + + shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); + shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); + shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); + shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str); + shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); + + shader_addline(arg->buffer, "%s((%s) * (%s)) + (%s))%s;\n", + tmpLine, src0_str, src1_str, src2_str, dst_mask); +} + +/** Handles transforming all D3DSIO_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.reg_maps = arg->reg_maps; + + switch(arg->opcode->opcode) { + case D3DSIO_M4x4: + nComponents = 4; + tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4]; + break; + case D3DSIO_M4x3: + nComponents = 3; + tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4]; + break; + case D3DSIO_M3x4: + nComponents = 4; + tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3]; + break; + case D3DSIO_M3x3: + nComponents = 3; + tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3]; + break; + case D3DSIO_M3x2: + nComponents = 2; + tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3]; + break; + default: + break; + } + + for (i = 0; i < nComponents; i++) { + tmpArg.dst = ((arg->dst) & ~D3DSP_WRITEMASK_ALL)|(D3DSP_WRITEMASK_0<src[1]+i; + tmpArg.src_addr[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 * (src1 - src0) + src0) +*/ +void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) { + + char tmpLine[256]; + char dst_str[100], src0_str[100], src1_str[100], src2_str[100]; + char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50]; + char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6]; + + shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); + shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); + shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); + shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str); + + shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); + + shader_addline(arg->buffer, "%s(%s * (%s - %s) + %s))%s;\n", + tmpLine, src2_str, src1_str, src0_str, src0_str, dst_mask); +} + +/** Process the D3DSIO_DCL opcode into a GLSL string - creates a local vec4 + * float constant, and stores it's usage on the regmaps. */ +void shader_glsl_def(SHADER_OPCODE_ARG* arg) { + + DWORD reg = arg->dst & D3DSP_REGNUM_MASK; + + shader_addline(arg->buffer, + "const vec4 C%lu = { %f, %f, %f, %f };\n", reg & 0xFF, + *((const float *)(arg->src + 0)), + *((const float *)(arg->src + 1)), + *((const float *)(arg->src + 2)), + *((const float *)(arg->src + 3)) ); + + arg->reg_maps->constantsF[reg] = 1; +} + +/********************************************* + * Pixel Shader Specific Code begins here + ********************************************/ +void pshader_glsl_tex(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 version = This->baseShader.version; + + char dst_str[100], dst_reg[50], dst_mask[6]; + char src0_str[100], src0_reg[50], src0_mask[6]; + char src1_str[100], src1_reg[50], src1_mask[6]; + DWORD reg_dest_code = arg->dst & D3DSP_REGNUM_MASK; + + /* All versions have a destination register */ + shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); + + /* 1.0-1.3: Use destination register as coordinate source. + 2.0+: Use provided coordinate source register. */ + if (version == 14) { + shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); + sprintf(src1_str, "mytex%lu", reg_dest_code); + } else if (version > 14) { + shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); + shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); + } + + /* 1.0-1.4: Use destination register number as texture code. + 2.0+: Use provided sampler number as texure code. */ + if (version < 14) { + shader_addline(buffer, "%s = texture2D(mytex%lu, gl_TexCoord[%lu].st);\n", + dst_str, reg_dest_code, reg_dest_code); + } else { + shader_addline(buffer, "%s = texture2D(%s, %s.st);\n", dst_str, src1_str, src0_reg); + } +} + +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 version = This->baseShader.version; + + char tmpStr[100]; + char tmpReg[50]; + char tmpMask[6]; + tmpReg[0] = 0; + + shader_glsl_add_param(arg, arg->dst, 0, FALSE, tmpReg, tmpMask, tmpStr); + + if (version != 14) { + DWORD reg = arg->dst & D3DSP_REGNUM_MASK; + shader_addline(buffer, "%s = gl_TexCoord[%lu];\n", tmpReg, reg); + } else { + DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK; + shader_addline(buffer, "%s = gl_TexCoord[%lu]%s;\n", tmpStr, reg2, tmpMask); + } +} + +void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) { + + /* FIXME: Make this work for more than just 2D textures */ + + DWORD reg = arg->dst & D3DSP_REGNUM_MASK; + SHADER_BUFFER* buffer = arg->buffer; + char src0_str[100]; + char src0_name[50]; + char src0_mask[6]; + + shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str); + shader_addline(buffer, "tmp0.x = dot(vec3(T%lu), vec3(%s));\n", reg, src0_name, src0_mask, src0_str); +} + +void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) { + + /* FIXME: Make this work for more than just 2D textures */ + + DWORD reg = arg->dst & D3DSP_REGNUM_MASK; + SHADER_BUFFER* buffer = arg->buffer; + char src0_str[100]; + char src0_name[50]; + char src0_mask[6]; + + shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str); + shader_addline(buffer, "tmp0.y = dot(vec3(T%lu), vec3(%s));\n", reg, src0_str); + shader_addline(buffer, "T%lu = texture2D(mytex%lu, tmp0.st);\n", reg, reg); +} diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 149cb5bb40a..d1a38c89902 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -42,6 +42,7 @@ #include "ddraw.h" #include "wine/wined3d_interface.h" #include "wine/wined3d_gl.h" +#include "wine/list.h" /* Device caps */ #define MAX_PALETTES 256 @@ -546,6 +547,9 @@ typedef struct IWineD3DDeviceImpl DWORD ddraw_width, ddraw_height; WINED3DFORMAT ddraw_format; + /* List of GLSL shader programs and their associated vertex & pixel shaders */ + struct list glsl_shader_progs; + } IWineD3DDeviceImpl; extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl; @@ -1245,6 +1249,25 @@ struct SHADER_OPCODE_ARG; typedef void (*shader_fct_t)(); typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*); +/* Struct to maintain a list of GLSL shader programs and their associated pixel and + * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only + * used if the user is using GLSL shaders. */ +struct glsl_shader_prog_link { + struct list entry; + GLhandleARB programId; + IWineD3DVertexShader* vertexShader; + IWineD3DPixelShader* pixelShader; +}; + +typedef struct shader_reg_maps { + DWORD texcoord; + DWORD temporary; + DWORD address; + /* Constants */ + CHAR constantsF[256]; /* TODO: Make this dynamic */ + /* TODO: Integer and bool constants */ +} shader_reg_maps; + #define SHADER_PGMSIZE 65535 typedef struct SHADER_BUFFER { char* buffer; @@ -1266,6 +1289,7 @@ typedef struct SHADER_OPCODE { typedef struct SHADER_OPCODE_ARG { IWineD3DBaseShader* shader; + shader_reg_maps* reg_maps; CONST SHADER_OPCODE* opcode; DWORD dst; DWORD dst_addr;