Commit Graph

173 Commits

Author SHA1 Message Date
H. Verbeet fc5f36f037 wined3d: Fix IWineD3DPixelShader_GetFunction / IWineD3DVertexShader_GetFunction. 2007-03-08 11:58:50 +01:00
H. Verbeet 2384bdde9d wined3d: Remove broken software shaders. 2007-03-07 11:52:17 +01:00
H. Verbeet 71a0c6e482 wined3d: The texldl instruction takes 3 arguments. 2007-03-05 12:06:40 +01:00
H. Verbeet 2c85e5e8a3 wined3d: Store GLSL programs in a hash table rather than a linked list. 2007-02-28 13:35:23 +01:00
Stefan Dösinger 49a49fcfec wined3d: Load one bump mapping environment matrix into pixel shaders if needed. 2007-02-15 11:36:01 +01:00
H. Verbeet beed89cde4 wined3d: The sincos instruction is valid for ps/vs 2.1 as well. 2007-01-19 12:29:17 +01:00
H. Verbeet 7252b4d340 wined3d: Give WINED3DSIO_CRS its own function, properly take the write mask into account. 2007-01-16 16:05:49 +01:00
H. Verbeet cb26d59d26 05/49: wined3d: Only add line numbers for new lines in shader_addline(). 2007-01-16 16:02:28 +01:00
Andrew Talbot 92dc74016a wined3d: Cast-qual warnings fix. 2006-11-27 13:43:10 +01:00
Francois Gouget 8e1e62616a wined3d: Remove '\0's in traces. 2006-10-16 11:30:53 +02:00
Ivan Gyurdiev ce2e980d1b wined3d: Add shader version/end masks to the WINED3D namespace. 2006-10-13 11:15:45 +02:00
Ivan Gyurdiev 062541c026 wined3d: Move D3DSIO structure into WINED3D namespace. 2006-10-10 13:37:03 +02:00
Ivan Gyurdiev e020eceddf wined3d: Make the shader mode selections per device. 2006-10-09 20:27:55 +02:00
H. Verbeet 35bd8d32b1 wined3d: Explicitly enable the GL_ARB_draw_buffers extension in GLSL shaders. 2006-10-02 21:38:18 +02:00
Ivan Gyurdiev 3dcd3681f3 wined3d: Win64 printf fixes. 2006-10-02 14:38:04 +02:00
Ivan Gyurdiev d0032a1a2a wined3d: Move device pointer into the BaseShader class. 2006-09-27 19:44:09 +02:00
Stefan Dösinger 760456dc7f wined3d: Find the correct sampler type for < 2.0 pshaders. 2006-08-28 11:37:24 +02:00
Stefan Dösinger 0b7a96e92b wined3d: Compile pixel shaders in drawprim. 2006-08-25 11:19:08 +02:00
Roderick Colenbrander c2b6cc9dc4 wined3d: Fix GLSL regression / draw buffers support. 2006-08-09 20:35:59 +02:00
H. Verbeet ef87a40c72 wined3d: Delay vertex shader compilation until the shader is first used. 2006-08-07 13:12:10 +02:00
Jason Green 72bfe131d1 wined3d: More shader fixes / new instructions.
- Replace gl_FragColor with gl_FragData[0] for GLSL pixel shader output.
- Subtract 1 more constant from total GLSL allowed float constants to
  accommodate the PROJECTION matrix row that we reference.
2006-07-28 14:01:16 +02:00
Jason Green 7e90aba97b wined3d: Implement more GLSL instructions.
Implement D3DSIO_TEXREG2AR, TEXREG2GB, TEXREG2RGB, TEXM3X3TEX, TEXM3X3SPEC.
2006-07-25 11:22:55 +02:00
H. Verbeet 8c981140a2 wined3d: Add traces to IWineD3DVertexShaderImpl_SetFunction & IWineD3DPixelShaderImpl_SetFunction. 2006-07-25 11:21:51 +02:00
Jason Green 718716b77a wined3d: Make the number of floating point shader constants dynamic. 2006-07-19 09:54:30 +02:00
Christian Costa 2dc451e181 wined3d: Readd missing copyright to shaders files. 2006-07-18 11:10:34 +02:00
Ivan Gyurdiev 33293df143 wined3d: More flow control instructions.
- Implement call, callnz, label, and ret
- Implement support for NOT modifier
2006-07-11 17:14:24 +02:00
Ivan Gyurdiev 6ede56495a wined3d: More flow control instructions
- Implement if, else, endif, rep, endrep, break
- Implement ifc, breakc, using undocumented comparison bits in the instruction token
- Fix bug in main loop processing of codes with no dst token
- Fix bug in GLSL output modifier processing of codes with no dst token
- Fix bug in loop implementation (src1 contains the integer data, src0 is aL)
- Add versioning for all the instructions above, and remove
  GLSL_REQUIRED thing, which is useless and should be removed from all
  opcodes in general.
2006-07-11 17:13:05 +02:00
Ivan Gyurdiev e9de563e41 wined3d: Place immediate constants in the same array as global constants.
- move DEF, DEFI, DEFB handling into the register counting pass
- keep track of defined constants as a linked list (because there's a
  few of them)
- apply immediate constants after global constants in the constant
  loading function
- both types of constants now get loaded with array notation in the
  shader (into the same array)
2006-07-11 17:11:30 +02:00
Ivan Gyurdiev 276609e1e5 wined3d: Move register count pass to SetFunction.
Move semantics pointers out of the reg_maps, make them persistent data
in the shader (again, for future software shaders).
2006-07-06 16:07:38 +02:00
Ivan Gyurdiev 771623692e wined3d: Rework shader mode selection.
- currently half the shader selection code (GLSL vs ARB) is in
fillGLcaps. The parts that check for software shaders are in
GetDeviceCaps. That placement, will work, but is definitely not optimal.
FillGLcaps should detect support - it should not make decision as to
what's used, because that's not what the purpose of the function is.
GetDeviceCaps should report support as it has already been selected.
Instead, select shader mode in its own function, called in the
appropriate places.

- unifying pixel and vertex shaders into a single selection is a
mistake. A software vertex shader can be coupled with a hardware arb or
glsl pixel shader, or no shader at all. Split them back into two and add
a SHADER_NONE variant.

- drawprim is doing support checks for ARB_PROGRAM, and making shader
decisions based on that - that's wrong, support has already been
checked, and decided upon, and shaders can be implemented via software,
ARB_PROGRAm or GLSL, so that support check isn't valid.

- Store the shader selected mode into the shader itself. Different types
of shaders can be combined, so this is an improvement. In fact, storing
the mode into the settings globally is a mistake as well - it should be
done per device, since different cards have different capabilities.
2006-07-06 16:07:37 +02:00
Ivan Gyurdiev d06e13db99 wined3d: Move SHADER_ARB code into arb_program_shader.c. 2006-07-03 12:03:31 +02:00
Jason Green baf38b3007 wined3d: Implement more GLSL instructions and a little cleanup.
- Implement D3DSIO_DP2ADD, D3DSIO_TEXKILL, D3DSIO_TEXM3X3PAD
- Partially implement D3DSIO_TEXBEM, D3DSIO_TEXM3X3VSPEC (as much as
  they are implemented in ARB_fragment_program at least).
- Stop copying the SHADER_PARSE_STATE struct in each ARB shader
  routine - use a pointer instead.
2006-06-27 11:16:10 +02:00
Jason Green f444009bfb wined3d: Implement locally defined boolean and integer constants in GLSL. 2006-06-19 10:59:13 +02:00
Jason Green cc06ed3d53 wined3d: Implement more GLSL instructions.
- Implemented: D3DSIO_SGN, LOOP, ENDLOOP, LOGP, LIT, DST, SINCOS
- Process instruction-based modifiers (function existed, it just
  wasn't being called)
- Add loop checking to register maps.
- Renamed "sng" to "sgn" for D3DSIO_SGN - it's not handled anywhere
  except for GLSL, so won't matter.
2006-06-15 12:20:20 +02:00
Ivan Gyurdiev 45dbb78d73 wined3d: Fix params for DP2ADD/TEXLDD.
DP2ADD is valid on pshaders 2.0 and above, has 4 parameters.
TEXLDD is valid on pshaders 2.x and above, has 5 parameters.
2006-06-13 11:40:23 +02:00
Ivan Gyurdiev 8c6ee8df0d wined3d: Mark instructions without a destination token.
There are a total of 17 instructions without a destination token. Of
those 9 have num_params != 0, which means that we will not process any
of them correctly, because we assume the first token (if present) is a
destination token.

Those are basically all the flow control instructions, which we plan to
support very soon. They have source tokens, and no destination. Add a
flag that marks them up to the ins table. Use this flag in the trace
pass, and generation pass.
2006-06-13 11:40:22 +02:00
Ivan Gyurdiev 0d08316523 wined3d: Improve Sampler support on 2.0 and 3.0 shaders.
- track sampler declarations and store the sampler usage in reg_maps structure
- store a fake sampler usage for 1.X shaders (defined as 2D sampler)
- re-sync glsl TEX implementation with the ARB one (no idea why they diverged..)
- use sampler type in new TEX implementation to support 2D, 3D, and Cube sampling
- change drawprim to bind pixel shader samplers

Additional improvements:
- rename texture limit to texcoord to prevent confusion
- add sampler limit, and use that for samplers - *not* the same as texcoord above
2006-06-13 11:40:22 +02:00
Ivan Gyurdiev a1f4dfe4e3 wined3d: Add support for shader model 3.0 I/O registers.
SM 3.0 can pack multiple "semantics" into 12 generic input/output registers.

To support that, define temporaries called IN and OUT, and use those as
the output registers. At the end of the vshader, unpack the OUT temps
into the proper GL variables. At the beginning of the pshader, pack the
GL variables back into 12 IN registers.
2006-06-13 11:40:22 +02:00
Ivan Gyurdiev 1a3003338f wined3d: Trivial cleanups
- compiler warnings and errors should be FIXME
- remove obsolete comment, and change variable type.
2006-06-13 11:40:22 +02:00
Ivan Gyurdiev a42925ee09 wined3d: Register map cleanups.
Various cleanups:
- do not use DWORD as a bitmask, that places artificial limit of 32 on
  registers
- track attributes that are used and declare only those
- move declarations function call in pshader/vshader to allow us to
  insert pixel or vertex specific code between the declarations and
  the rest of the code
- remove redundant 0 intializers
- remove useless continue statement
2006-06-13 11:40:22 +02:00
Ivan Gyurdiev 17b0d26c1e wined3d: Share trace pass
Now that the declaration function is out of the way, the tracing pass,
which is very long and 100% the same can be shared between pixel and
vertex shaders.

The new function is called shader_trace_init(), and is responsible for:
- tracing the shader
- initializing the function length
- setting the shader version [needed very early]
2006-06-13 11:40:22 +02:00
Ivan Gyurdiev 9bae7755ab wined3d: Rework dcl processing.
The new function is called in pass 2 (getister counting/maps), and
it's now in baseshader. It operates on all INPUT and OUTPUT registers,
which, in addition to the old vertex shader input declarations covers
Shader Model 3.0 vshader output and pshader input declarations. The
result is stored into the reg_map structure.
2006-06-13 11:40:21 +02:00
Alexandre Julliard dbfb3739aa wined3d: Make all the local shader functions static. 2006-06-10 13:22:27 +02:00
Alexandre Julliard e9cbc66e93 wined3d: Make the virtual table functions static where possible. 2006-06-10 13:15:32 +02:00
Ivan Gyurdiev a09c941677 wined3d: Enable CND/CMP for SHADER_ARB. 2006-06-10 12:42:09 +02:00
Ivan Gyurdiev d44d0b5edb wined3d: Downgrade Get*Shader FIXME to TRACE. 2006-06-10 12:41:44 +02:00
Jason Green 5798356d21 wined3d: Map pixel shader instructions to GLSL generating functions. 2006-06-09 15:19:02 +02:00
Jason Green 806aaa1287 wined3d: Added more declarations to GLSL.
- Declare more variable names for GLSL programs.
- Some of these won't need to be declared eventually, but it doesn't hurt to do it for now.
- Correct output name for pixel shaders (gl_FragColor instead of glFragColor).
2006-06-09 15:14:22 +02:00
Jason Green ca70d13af4 wined3d: Unified float constant register mapping between ARB pixel and vertex shaders.
- Got rid of the separate constant maps.
- Side effect of this is that the map is a bit larger for pixel shaders than it needs to be
2006-06-09 14:36:50 +02:00
Ivan Gyurdiev ac46320f57 wined3d: TEXREG2GB is valid on pshaders 1.1. 2006-06-07 15:23:23 +02:00
Ivan Gyurdiev 79029c1099 wined3d: Add limits for ps_2_x. 2006-06-06 11:50:20 +02:00
Ivan Gyurdiev aec2e3e46d wined3d: Trace improvements. 2006-06-06 11:49:03 +02:00
Ivan Gyurdiev 2c232990ee wined3d: pshader defi has 5 parameters. 2006-06-06 11:48:48 +02:00
Jason Green 473ce80fa2 wined3d: Add ability to generate GLSL shader objects for vertex and pixel shaders. 2006-05-27 11:01:05 +02:00
Jonathan Ernst 360a3f9142 Update the address of the Free Software Foundation. 2006-05-23 14:11:13 +02:00
Ivan Gyurdiev 7b861b3c03 wined3d: Simplify input/output modifier line handling. 2006-05-22 11:41:23 +02:00
Jason Green 683e5bfc55 wined3d: Move PARAM C[] program.env[] into baseshader and out of vertex shaders. 2006-05-20 17:37:48 +02:00
Ivan Gyurdiev 42b89791ff wined3d: Take predication tokens into account.
Each instruction can have a predication token. Account for it in the
trace pass, register count pass, and store it in the SHADER_OPCODE_ARG
structure for generation. MSDN claims the token is at the end of the
instruction, but that's not true - testing a demo, which lets me
manipulate the shader shows the predication token is the first source
token immediately following the destination token.
2006-05-18 10:32:54 +02:00
Ivan Gyurdiev 3d905baf50 wined3d: SETP takes 3 parameters. 2006-05-18 10:32:08 +02:00
Ivan Gyurdiev c65a86828c wined3d: Use COLOROUT/DEPTHOUT for pixel shaders 2.0+.
As previously mentioned, RASTOUT is invalid on pixel shaders.
On shaders 1.x, r0 is treated as the color output register:
http://www.gamedev.net/columns/hardcore/dxshader3/page2.asp
That's what we currently do in all cases, change it not to do so
for shaders >= 2.0. Support COLOROUT/DEPTHOUT instead.
2006-05-17 10:56:25 +02:00
Ivan Gyurdiev 8470e54bdf wined3d: Remove detailed traces from map2gl/input_modifiers functions. 2006-05-17 10:55:50 +02:00
Ivan Gyurdiev c05bc5d9c1 wined3d: Write "unrecognized_register" in fallback case for get_register_name(). 2006-05-17 10:55:39 +02:00
Ivan Gyurdiev 746d1b1cd3 wined3d: Modify shader_dump_param() to take into account address token.
Currently we hardcode a0.x, which I think is correct for shaders 1.0.
However, for shaders 2.0, we must look into the address token, and
print the register there. Handle both cases to correct the trace.
2006-05-17 10:55:11 +02:00
Ivan Gyurdiev 03b67e3030 wined3d: Use shader_get_param() in trace pass, reg. count pass, generation pass.
Change the trace pass, the register counting pass, and the hw
generator pass to take into account the new get_params() function. For
hw generation, store the address tokens into the SHADER_OPCODE_ARG
structure, so they're available to generator functions.
2006-05-17 10:54:23 +02:00
Ivan Gyurdiev 404eff792f wined3d: Add shader_get_param() fn, which processes address tokens.
Add a new function to process parameters.
On shaders 1.0, processing parameters amounts to *pToken++.
On shaders 2.0+, we have a relative addressing token to account for.
This function should be used, instead of relying on num_params everywhere.
2006-05-17 10:53:18 +02:00
Ivan Gyurdiev d4dd9869b8 wined3d: Allow multiple output modifiers. 2006-05-17 10:51:47 +02:00
Ivan Gyurdiev c94ecdff61 wined3d: Fix SINCOS parameters.
SINCOS has 4 parameters in shaders 2.0.
It has 2 parameters in shaders 3.0.
It's undefined in shaders 1.0.
2006-05-17 10:50:33 +02:00
Ivan Gyurdiev 8b7401c39a wined3d: Shaders: share dump_param function, version functions. 2006-05-15 16:07:31 +02:00
Ivan Gyurdiev c61af3af8d wined3d: Share shader_dump_ins_modifiers().
Share shader_dump_ins_modifiers(), and make vertex shaders use it.
The saturate modifer (_sat) is valid on vs_3_0+, and it isn't being
shown in the trace.
2006-05-11 12:10:59 +02:00
Jason Green 246677ae46 wined3d: Modified the opcode tables (and struct) to include a pointer to a GLSL generator function. 2006-05-10 12:20:08 +02:00
Jason Green 68f75555d3 wined3d: Use GenerateShader in pixel shaders and remove old function. 2006-05-10 12:19:42 +02:00
Jason Green 087c67c459 wined3d: Add GenerateShader function to pixel shaders. 2006-05-10 12:19:19 +02:00
Jason Green cc2ea9e08c wined3d: Place # of textures, addresses, & temps used inside the baseShader struct to prepare for GenerateShader merge. 2006-05-10 12:16:22 +02:00
Jason Green 653e71d774 wined3d: Further split up GenerateProgramArbHW for pixelshaders. 2006-05-10 12:16:02 +02:00
Jason Green eee6fc9277 wined3d: Move DCL, DEF operations out of Generate loop and into separate functions. 2006-05-10 12:15:12 +02:00
Jason Green 5308e026d1 wined3d: Move program_dump_decl_usage into baseshader. 2006-05-10 12:14:39 +02:00
Ivan Gyurdiev 9d4960bfcb wined3d: Clean up some dead code. 2006-05-10 11:29:44 +02:00
Ivan Gyurdiev b187242ab6 wined3d: Break out texture instruction processing. 2006-05-10 11:28:49 +02:00
Ivan Gyurdiev cdfe848b6d wined3d: Break out arithmetic instruction processing. 2006-05-10 11:28:11 +02:00
Ivan Gyurdiev 320e33dcb3 wined3d: Merge register counting pass. 2006-05-10 11:26:01 +02:00
Ivan Gyurdiev 1d0c672393 wined3d: Share get_opcode. 2006-05-09 20:45:10 +02:00
Ivan Gyurdiev c93239d36d wined3d: Clean up per version shader limits code. 2006-05-09 11:58:14 +02:00
Ivan Gyurdiev 5f10560762 wined3d: Addline cleanup. 2006-05-09 11:55:45 +02:00
Marcus Meissner 80dc1f9cb3 wined3d: Fix possible buffer overflow.
Increase size of passed buffer to print into.
2006-05-08 15:26:55 +02:00
Ivan Gyurdiev 4b3079438b wined3d: Share get_register_code(). 2006-05-08 15:15:30 +02:00
Ivan Gyurdiev aea0b5d0f8 wined3d: Separate pshader/vshader tables. 2006-05-08 13:36:31 +02:00
Ivan Gyurdiev 07f4f70487 wined3d: QueryInterface corrections. 2006-05-05 20:23:41 +02:00
Ivan Gyurdiev 744f3ae1c4 wined3d: Improve/implement D3DSIO_TEX.
- unify per-version cases into a single sequence
- make use of get_register_name() for the destination register
- ignore destination write mask - it's only allowed on 2.0+ shaders,
  and only the default mask is allowed there (xyzw)
- enable swizzle on texld 1.4 (it works together with dw/dz modifiers)
- implement for shaders 2.0-3.0
2006-04-21 11:35:34 +02:00
Ivan Gyurdiev 63ef9788dd wined3d: Trace corrections/improvements. 2006-04-20 15:38:00 +02:00
Ivan Gyurdiev 162d9cb6f4 wined3d: Support for shift modifiers. 2006-04-19 19:27:22 +02:00
Ivan Gyurdiev 70fc78b64e wined3d: Support more than 4/6 tex/temp registers. 2006-04-19 19:26:50 +02:00
Ivan Gyurdiev 3dddaae795 wined3d: Use ARB[f|v]p1.0 for ps2/ps3/vs3. 2006-04-18 11:22:48 +02:00
Ivan Gyurdiev e3c8e65084 wined3d: Use correct register number mask.
The regmask currently being used is wrong - 0x1FFF includes the high
two bits of the register type.
2006-04-18 11:20:45 +02:00
Ivan Gyurdiev e0a1442f6c wined3d: Dcl opcode takes 2 parameters. 2006-04-18 11:19:48 +02:00
Ivan Gyurdiev 7e5f734ee3 wined3d: Fix _dw modifier.
The _dw modifier needs to specify a component swizzle, just like the
_dz currently does.
2006-04-18 11:19:13 +02:00
Ivan Gyurdiev d3d56e765d wined3d: Fix flow control instructions number of parameters.
- else, endif, break take 0 parameters [not 2]
- if, rep take 1 parameter [not 2]
- breakp takes 1 parameter [not 2]
- move all flow control instructions in one place
- sync software shaders signatures with this
2006-04-18 11:18:48 +02:00
Ivan Gyurdiev 0d6eaf363d wined3d: Skip unhandled opcodes in vshaders. 2006-04-18 11:17:34 +02:00
Ivan Gyurdiev d486b93e30 wined3d: Texkill is supported for ps2.0-3.0. 2006-04-18 11:17:12 +02:00
Ivan Gyurdiev c1a6e910ce wined3d: Enable texld instruction (shaders 1.4). 2006-04-12 11:42:21 +02:00
Ivan Gyurdiev 8ab0237e21 wined3d: Reorganize shaders code a bit. 2006-04-12 11:42:04 +02:00