wined3d: Introduce a common GLSL handler for scalar instructions.

This commit is contained in:
Henri Verbeet 2014-01-09 12:16:59 +01:00 committed by Alexandre Julliard
parent 4d93adf75e
commit d412eb568e
1 changed files with 47 additions and 99 deletions

View File

@ -2588,33 +2588,6 @@ static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
}
}
/* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
* Src0 is a scalar. Note that D3D uses the absolute of src0, while
* GLSL uses the value as-is. */
static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
{
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src0_param;
DWORD dst_write_mask;
unsigned int dst_size;
dst_write_mask = shader_glsl_append_dst(buffer, ins);
dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src0_param);
if (dst_size > 1)
{
shader_addline(buffer, "vec%u(log2(abs(%s))));\n",
dst_size, src0_param.param_str);
}
else
{
shader_addline(buffer, "log2(abs(%s)));\n",
src0_param.param_str);
}
}
/* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
{
@ -2688,22 +2661,54 @@ static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
}
}
static void shader_glsl_exp(const struct wined3d_shader_instruction *ins)
static void shader_glsl_scalar_op(const struct wined3d_shader_instruction *ins)
{
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src0_param;
DWORD dst_write_mask;
const char *prefix, *suffix;
unsigned int dst_size;
DWORD dst_write_mask;
dst_write_mask = shader_glsl_append_dst(buffer, ins);
dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src0_param);
switch (ins->handler_idx)
{
case WINED3DSIH_EXP:
case WINED3DSIH_EXPP:
prefix = "exp2(";
suffix = ")";
break;
case WINED3DSIH_LOG:
case WINED3DSIH_LOGP:
prefix = "log2(abs(";
suffix = "))";
break;
case WINED3DSIH_RCP:
prefix = "1.0 / ";
suffix = "";
break;
case WINED3DSIH_RSQ:
prefix = "inversesqrt(abs(";
suffix = "))";
break;
default:
prefix = "";
suffix = "";
FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
break;
}
if (dst_size > 1)
shader_addline(buffer, "vec%u(exp2(%s)));\n", dst_size, src0_param.param_str);
shader_addline(buffer, "vec%u(%s%s%s));\n", dst_size, prefix, src0_param.param_str, suffix);
else
shader_addline(buffer, "exp2(%s));\n", src0_param.param_str);
shader_addline(buffer, "%s%s%s);\n", prefix, src0_param.param_str, suffix);
}
/** Process the WINED3DSIO_EXPP instruction in GLSL:
@ -2717,14 +2722,13 @@ static void shader_glsl_exp(const struct wined3d_shader_instruction *ins)
*/
static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
{
struct glsl_src_param src_param;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
if (ins->ctx->reg_maps->shader_version.major < 2)
{
struct glsl_src_param src_param;
char dst_mask[6];
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
@ -2733,19 +2737,10 @@ static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
} else {
DWORD write_mask;
unsigned int mask_size;
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
mask_size = shader_glsl_get_write_mask_size(write_mask);
if (mask_size > 1) {
shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
} else {
shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
}
return;
}
shader_glsl_scalar_op(ins);
}
static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
@ -2782,53 +2777,6 @@ static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins)
shader_addline(buffer, "float(%s));\n", src_param.param_str);
}
/** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
{
struct glsl_src_param src_param;
DWORD write_mask;
unsigned int mask_size;
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
mask_size = shader_glsl_get_write_mask_size(write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
if (mask_size > 1)
{
shader_addline(ins->ctx->buffer, "vec%u(1.0 / %s));\n",
mask_size, src_param.param_str);
}
else
{
shader_addline(ins->ctx->buffer, "1.0 / %s);\n",
src_param.param_str);
}
}
static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
{
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src_param;
DWORD write_mask;
unsigned int mask_size;
write_mask = shader_glsl_append_dst(buffer, ins);
mask_size = shader_glsl_get_write_mask_size(write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
if (mask_size > 1)
{
shader_addline(buffer, "vec%u(inversesqrt(abs(%s))));\n",
mask_size, src_param.param_str);
}
else
{
shader_addline(buffer, "inversesqrt(abs(%s)));\n",
src_param.param_str);
}
}
/** Process signed comparison opcodes in GLSL. */
static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
{
@ -6688,7 +6636,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_ENDLOOP */ shader_glsl_end,
/* WINED3DSIH_ENDREP */ shader_glsl_end,
/* WINED3DSIH_EQ */ shader_glsl_relop,
/* WINED3DSIH_EXP */ shader_glsl_exp,
/* WINED3DSIH_EXP */ shader_glsl_scalar_op,
/* WINED3DSIH_EXPP */ shader_glsl_expp,
/* WINED3DSIH_FRC */ shader_glsl_map2gl,
/* WINED3DSIH_FTOI */ shader_glsl_to_int,
@ -6703,8 +6651,8 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_LABEL */ shader_glsl_label,
/* WINED3DSIH_LD */ NULL,
/* WINED3DSIH_LIT */ shader_glsl_lit,
/* WINED3DSIH_LOG */ shader_glsl_log,
/* WINED3DSIH_LOGP */ shader_glsl_log,
/* WINED3DSIH_LOG */ shader_glsl_scalar_op,
/* WINED3DSIH_LOGP */ shader_glsl_scalar_op,
/* WINED3DSIH_LOOP */ shader_glsl_loop,
/* WINED3DSIH_LRP */ shader_glsl_lrp,
/* WINED3DSIH_LT */ shader_glsl_relop,
@ -6724,11 +6672,11 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_NRM */ shader_glsl_nrm,
/* WINED3DSIH_PHASE */ shader_glsl_nop,
/* WINED3DSIH_POW */ shader_glsl_pow,
/* WINED3DSIH_RCP */ shader_glsl_rcp,
/* WINED3DSIH_RCP */ shader_glsl_scalar_op,
/* WINED3DSIH_REP */ shader_glsl_rep,
/* WINED3DSIH_RET */ shader_glsl_ret,
/* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl,
/* WINED3DSIH_RSQ */ shader_glsl_rsq,
/* WINED3DSIH_RSQ */ shader_glsl_scalar_op,
/* WINED3DSIH_SAMPLE */ NULL,
/* WINED3DSIH_SAMPLE_GRAD */ NULL,
/* WINED3DSIH_SAMPLE_LOD */ NULL,