- 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.
- 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.
- 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)
- 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.
- 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.
- 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.
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.
- 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
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.
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
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]
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.
- 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).
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.
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.
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.
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.
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.
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.