Commit Graph

85 Commits

Author SHA1 Message Date
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 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
Ivan Gyurdiev f144d58ac2 wined3d: The namedArrays code path is dead (always FALSE).
Delete the entire namedArrays code path and all its dependencies (one
of which is quite long - storeOrder in drawprim is always FALSE, for
example). Delete declaredArrays, and make its code path the default.
2006-06-13 11:40:21 +02:00
Jason Green e8c97e9421 wined3d: Fix regression from register maps switch for ARB shaders.
I missed a register mask in the move to share the shader_hw_def()
function between pixel and vertex shaders for ARB shaders.  Fixed
that, and made the GLSL version use the same mask for consistency.
2006-06-10 12:43:02 +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
Jason Green 0c59ca6448 wined3d: Add the bulk of the GLSL string generation functions.
- Add a new file glsl_shader.c which contains almost every GLSL specific function we'll need
- Move print_glsl_info() into glsl_shader.c
- Move the shader_reg_maps struct info into the private header, and make it part of SHADER_OPCODE_ARG.
- Create a new shared ps/vs register map for float constants (future patch will make ARB programs use this, too)
2006-06-09 13:47:55 +02:00
Ivan Gyurdiev 83a9666f9c wined3d: Fix NULL dereference in generator function. 2006-06-07 15:23:17 +02:00
Ivan Gyurdiev aec2e3e46d wined3d: Trace improvements. 2006-06-06 11:49:03 +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
Jason Green d204540d1f wined3d: Replaced USING_GLSL define with a new wined3d_settings option based on the registry. 2006-05-24 10:40:35 +02:00
Jason Green a67488a26e wined3d: Add function to print the infolog of a GLSL shader on errors.
With assistance from H. Verbeet.
2006-05-24 10:37:33 +02:00
Jonathan Ernst 360a3f9142 Update the address of the Free Software Foundation. 2006-05-23 14:11:13 +02:00
Ivan Gyurdiev cb973648ab wined3d: Clean up register use maps. 2006-05-22 11:40:38 +02:00
Jason Green 4a1375bdd6 wined3d: Simplify generate_base_shader() when checking for USING_GLSL usage. 2006-05-20 17:38:09 +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 fa62d9d3b4 wined3d: Parameter trace corrections. 2006-05-18 10:32:22 +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 53d240a3e0 wined3d: Do not rely on num_params to skip unhandled tokens in shaders 2.0. 2006-05-17 10:52:37 +02:00
Ivan Gyurdiev d4dd9869b8 wined3d: Allow multiple output modifiers. 2006-05-17 10:51:47 +02:00
Ivan Gyurdiev 8b7401c39a wined3d: Shaders: share dump_param function, version functions. 2006-05-15 16:07:31 +02:00
Francois Gouget f7c24f37ad Various trace fixes.
Add trailing '\n's to trace calls.
Remove spaces before '\n'.
2006-05-15 15:05:09 +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 e9927d6ffd wined3d: Further split GLSL & ARB_v/f_program generation and allow GLSL functions to be called. 2006-05-10 12:20:39 +02:00
Jason Green d982954808 wined3d: Created generate_base_shader which will be shared by pixel & vertex shaders. 2006-05-10 12:17:18 +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 5308e026d1 wined3d: Move program_dump_decl_usage into baseshader. 2006-05-10 12:14:39 +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 5f10560762 wined3d: Addline cleanup. 2006-05-09 11:55:45 +02:00