3320 lines
140 KiB
C
3320 lines
140 KiB
C
/*
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* GLSL pixel and vertex shader implementation
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*
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* Copyright 2006 Jason Green
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* Copyright 2006-2007 Henri Verbeet
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/*
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* D3D shader asm has swizzles on source parameters, and write masks for
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* destination parameters. GLSL uses swizzles for both. The result of this is
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* that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
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* Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
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* mask for the destination parameter into account.
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*/
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#include "config.h"
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#include <stdio.h>
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
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#define GLINFO_LOCATION (*gl_info)
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typedef struct {
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char reg_name[50];
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char mask_str[6];
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} glsl_dst_param_t;
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typedef struct {
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char reg_name[50];
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char param_str[100];
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} glsl_src_param_t;
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typedef struct {
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const char *name;
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DWORD coord_mask;
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} glsl_sample_function_t;
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/** Prints the GLSL info log which will contain error messages if they exist */
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void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
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int infologLength = 0;
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char *infoLog;
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int i;
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BOOL is_spam;
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const char *spam[] = {
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"Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
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"Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
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"Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
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"Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
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"Fragment shader was successfully compiled to run on hardware.\nWARNING: 0:1: extension 'GL_ARB_draw_buffers' is not supported",
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"Fragment shader(s) linked, no vertex shader(s) defined." /* fglrx, no \n */
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};
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GL_EXTCALL(glGetObjectParameterivARB(obj,
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GL_OBJECT_INFO_LOG_LENGTH_ARB,
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&infologLength));
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/* A size of 1 is just a null-terminated string, so the log should be bigger than
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* that if there are errors. */
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if (infologLength > 1)
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{
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/* Fglrx doesn't terminate the string properly, but it tells us the proper length.
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* So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
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*/
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infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
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GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
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is_spam = FALSE;
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for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
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if(strcmp(infoLog, spam[i]) == 0) {
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is_spam = TRUE;
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break;
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}
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}
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if(is_spam) {
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TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
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} else {
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FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
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}
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HeapFree(GetProcessHeap(), 0, infoLog);
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}
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}
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/**
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* Loads (pixel shader) samplers
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*/
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static void shader_glsl_load_psamplers(
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WineD3D_GL_Info *gl_info,
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IWineD3DStateBlock* iface,
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GLhandleARB programId) {
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IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
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GLhandleARB name_loc;
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int i;
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char sampler_name[20];
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for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
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snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
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name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
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if (name_loc != -1) {
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int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
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if (mapped_unit != -1 && mapped_unit < GL_LIMITS(fragment_samplers)) {
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TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
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GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
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checkGLcall("glUniform1iARB");
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} else {
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ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
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}
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}
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}
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}
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static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface, GLhandleARB programId) {
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IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
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GLhandleARB name_loc;
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char sampler_name[20];
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int i;
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for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
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snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
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name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
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if (name_loc != -1) {
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int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
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if (mapped_unit != -1 && mapped_unit < GL_LIMITS(combined_samplers)) {
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TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
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GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
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checkGLcall("glUniform1iARB");
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} else {
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ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
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}
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}
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}
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}
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/**
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* Loads floating point constants (aka uniforms) into the currently set GLSL program.
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* When constant_list == NULL, it will load all the constants.
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*/
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static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
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unsigned int max_constants, float* constants, GLhandleARB *constant_locations,
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struct list *constant_list) {
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constants_entry *constant;
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local_constant* lconst;
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GLhandleARB tmp_loc;
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DWORD i, j, k;
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DWORD *idx;
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if (TRACE_ON(d3d_shader)) {
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LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
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idx = constant->idx;
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j = constant->count;
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while (j--) {
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i = *idx++;
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tmp_loc = constant_locations[i];
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if (tmp_loc != -1) {
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TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
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constants[i * 4 + 0], constants[i * 4 + 1],
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constants[i * 4 + 2], constants[i * 4 + 3]);
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}
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}
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}
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}
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/* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
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if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
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shader_is_pshader_version(This->baseShader.hex_version)) {
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float lcl_const[4];
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LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
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idx = constant->idx;
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j = constant->count;
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while (j--) {
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i = *idx++;
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tmp_loc = constant_locations[i];
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if (tmp_loc != -1) {
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/* We found this uniform name in the program - go ahead and send the data */
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k = i * 4;
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if(constants[k + 0] < -1.0) lcl_const[0] = -1.0;
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else if(constants[k + 0] > 1.0) lcl_const[0] = 1.0;
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else lcl_const[0] = constants[k + 0];
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if(constants[k + 1] < -1.0) lcl_const[1] = -1.0;
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else if(constants[k + 1] > 1.0) lcl_const[1] = 1.0;
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else lcl_const[1] = constants[k + 1];
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if(constants[k + 2] < -1.0) lcl_const[2] = -1.0;
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else if(constants[k + 2] > 1.0) lcl_const[2] = 1.0;
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else lcl_const[2] = constants[k + 2];
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if(constants[k + 3] < -1.0) lcl_const[3] = -1.0;
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else if(constants[k + 3] > 1.0) lcl_const[3] = 1.0;
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else lcl_const[3] = constants[k + 3];
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GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, lcl_const));
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}
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}
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}
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} else {
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LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
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idx = constant->idx;
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j = constant->count;
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while (j--) {
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i = *idx++;
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tmp_loc = constant_locations[i];
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if (tmp_loc != -1) {
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
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}
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}
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}
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}
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checkGLcall("glUniform4fvARB()");
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if(!This->baseShader.load_local_constsF) {
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TRACE("No need to load local float constants for this shader\n");
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return;
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}
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/* Load immediate constants */
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if (TRACE_ON(d3d_shader)) {
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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tmp_loc = constant_locations[lconst->idx];
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if (tmp_loc != -1) {
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GLfloat* values = (GLfloat*)lconst->value;
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TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
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values[0], values[1], values[2], values[3]);
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}
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}
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}
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/* Immediate constants are clamped to [-1;1] at shader creation time if needed */
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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tmp_loc = constant_locations[lconst->idx];
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if (tmp_loc != -1) {
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value));
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}
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}
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checkGLcall("glUniform4fvARB()");
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}
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/**
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* Loads integer constants (aka uniforms) into the currently set GLSL program.
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* When @constants_set == NULL, it will load all the constants.
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*/
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static void shader_glsl_load_constantsI(
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IWineD3DBaseShaderImpl* This,
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WineD3D_GL_Info *gl_info,
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GLhandleARB programId,
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GLhandleARB locations[MAX_CONST_I],
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unsigned max_constants,
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int* constants,
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BOOL* constants_set) {
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int i;
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struct list* ptr;
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for (i=0; i<max_constants; ++i) {
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if (NULL == constants_set || constants_set[i]) {
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TRACE_(d3d_constants)("Loading constants %i: %i, %i, %i, %i\n",
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i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
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checkGLcall("glUniform4ivARB");
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}
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}
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/* Load immediate constants */
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ptr = list_head(&This->baseShader.constantsI);
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while (ptr) {
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local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
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unsigned int idx = lconst->idx;
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GLint* values = (GLint*) lconst->value;
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TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
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values[0], values[1], values[2], values[3]);
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
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checkGLcall("glUniform4ivARB");
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ptr = list_next(&This->baseShader.constantsI, ptr);
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}
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}
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/**
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* Loads boolean constants (aka uniforms) into the currently set GLSL program.
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* When @constants_set == NULL, it will load all the constants.
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*/
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static void shader_glsl_load_constantsB(
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IWineD3DBaseShaderImpl* This,
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WineD3D_GL_Info *gl_info,
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GLhandleARB programId,
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unsigned max_constants,
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BOOL* constants,
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BOOL* constants_set) {
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GLhandleARB tmp_loc;
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int i;
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char tmp_name[8];
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char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
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const char* prefix = is_pshader? "PB":"VB";
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struct list* ptr;
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for (i=0; i<max_constants; ++i) {
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if (NULL == constants_set || constants_set[i]) {
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TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
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/* TODO: Benchmark and see if it would be beneficial to store the
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* locations of the constants to avoid looking up each time */
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snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
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tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
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if (tmp_loc != -1) {
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
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checkGLcall("glUniform1ivARB");
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}
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}
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}
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/* Load immediate constants */
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ptr = list_head(&This->baseShader.constantsB);
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while (ptr) {
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local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
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unsigned int idx = lconst->idx;
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GLint* values = (GLint*) lconst->value;
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TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
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snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
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tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
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if (tmp_loc != -1) {
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
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checkGLcall("glUniform1ivARB");
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}
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ptr = list_next(&This->baseShader.constantsB, ptr);
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}
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}
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/**
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* Loads the app-supplied constants into the currently set GLSL program.
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*/
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void shader_glsl_load_constants(
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IWineD3DDevice* device,
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char usePixelShader,
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char useVertexShader) {
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
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IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
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WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
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GLhandleARB *constant_locations;
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struct list *constant_list;
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GLhandleARB programId;
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struct glsl_shader_prog_link *prog = stateBlock->glsl_program;
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if (!prog) {
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/* No GLSL program set - nothing to do. */
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return;
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}
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programId = prog->programId;
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if (useVertexShader) {
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IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
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constant_locations = prog->vuniformF_locations;
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constant_list = &stateBlock->set_vconstantsF;
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/* Load DirectX 9 float constants/uniforms for vertex shader */
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shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
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stateBlock->vertexShaderConstantF, constant_locations, constant_list);
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/* Load DirectX 9 integer constants/uniforms for vertex shader */
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shader_glsl_load_constantsI(vshader, gl_info, programId,
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prog->vuniformI_locations, MAX_CONST_I,
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stateBlock->vertexShaderConstantI,
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stateBlock->changed.vertexShaderConstantsI);
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/* Load DirectX 9 boolean constants/uniforms for vertex shader */
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shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
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stateBlock->vertexShaderConstantB,
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stateBlock->changed.vertexShaderConstantsB);
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/* Upload the position fixup params */
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GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
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checkGLcall("glUniform4fvARB");
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}
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if (usePixelShader) {
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IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
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constant_locations = prog->puniformF_locations;
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constant_list = &stateBlock->set_pconstantsF;
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/* Load DirectX 9 float constants/uniforms for pixel shader */
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shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
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stateBlock->pixelShaderConstantF, constant_locations, constant_list);
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/* Load DirectX 9 integer constants/uniforms for pixel shader */
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shader_glsl_load_constantsI(pshader, gl_info, programId,
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prog->puniformI_locations, MAX_CONST_I,
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stateBlock->pixelShaderConstantI,
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stateBlock->changed.pixelShaderConstantsI);
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/* Load DirectX 9 boolean constants/uniforms for pixel shader */
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shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
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stateBlock->pixelShaderConstantB,
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stateBlock->changed.pixelShaderConstantsB);
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/* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
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* It can't be 0 for a valid texbem instruction.
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*/
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if(((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat != -1) {
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float *data = (float *) &stateBlock->textureState[(int) ((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat][WINED3DTSS_BUMPENVMAT00];
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GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location, 1, 0, data));
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checkGLcall("glUniformMatrix2fvARB");
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/* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
|
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* is set too, so we can check that in the needsbumpmat check
|
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*/
|
|
if(((IWineD3DPixelShaderImpl *) pshader)->baseShader.reg_maps.luminanceparams != -1) {
|
|
int stage = ((IWineD3DPixelShaderImpl *) pshader)->baseShader.reg_maps.luminanceparams;
|
|
GLfloat *scale = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
|
|
GLfloat *offset = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
|
|
|
|
GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location, 1, scale));
|
|
checkGLcall("glUniform1fvARB");
|
|
GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location, 1, offset));
|
|
checkGLcall("glUniform1fvARB");
|
|
}
|
|
} else if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
|
|
!((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
|
|
float comparison[4];
|
|
float mul_low[4];
|
|
|
|
if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
|
|
comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
|
|
comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
|
|
|
|
mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
|
|
mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
|
|
} else {
|
|
comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
|
|
comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
|
|
|
|
mul_low[0] = 1.0; mul_low[1] = 1.0;
|
|
mul_low[2] = 1.0; mul_low[3] = 1.0;
|
|
}
|
|
|
|
GL_EXTCALL(glUniform4fvARB(prog->srgb_comparison_location, 1, comparison));
|
|
GL_EXTCALL(glUniform4fvARB(prog->srgb_mul_low_location, 1, mul_low));
|
|
}
|
|
if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
|
|
float correction_params[4];
|
|
if(deviceImpl->render_offscreen) {
|
|
correction_params[0] = 0.0;
|
|
correction_params[1] = 1.0;
|
|
} else {
|
|
/* position is window relative, not viewport relative */
|
|
correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
|
|
correction_params[1] = -1.0;
|
|
}
|
|
GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Generate the variable & register declarations for the GLSL output target */
|
|
void shader_generate_glsl_declarations(
|
|
IWineD3DBaseShader *iface,
|
|
shader_reg_maps* reg_maps,
|
|
SHADER_BUFFER* buffer,
|
|
WineD3D_GL_Info* gl_info) {
|
|
|
|
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
|
|
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
|
|
int i;
|
|
unsigned int extra_constants_needed = 0;
|
|
local_constant* lconst;
|
|
|
|
/* There are some minor differences between pixel and vertex shaders */
|
|
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
|
|
char prefix = pshader ? 'P' : 'V';
|
|
|
|
/* Prototype the subroutines */
|
|
for (i = 0; i < This->baseShader.limits.label; i++) {
|
|
if (reg_maps->labels[i])
|
|
shader_addline(buffer, "void subroutine%u();\n", i);
|
|
}
|
|
|
|
/* Declare the constants (aka uniforms) */
|
|
if (This->baseShader.limits.constant_float > 0) {
|
|
unsigned max_constantsF = min(This->baseShader.limits.constant_float,
|
|
(pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
|
|
shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
|
|
}
|
|
|
|
if (This->baseShader.limits.constant_int > 0)
|
|
shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
|
|
|
|
if (This->baseShader.limits.constant_bool > 0)
|
|
shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
|
|
|
|
if(!pshader) {
|
|
shader_addline(buffer, "uniform vec4 posFixup;\n");
|
|
/* Predeclaration; This function is added at link time based on the pixel shader.
|
|
* VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
|
|
* that. We know the input to the reorder function at vertex shader compile time, so
|
|
* we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
|
|
* read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
|
|
* 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
|
|
* it will write to the varying array. Here we depend on the shader optimizer on sorting that
|
|
* out. The nvidia driver only does that if the parameter is inout instead of out, hence the
|
|
* inout.
|
|
*/
|
|
if(This->baseShader.hex_version >= WINED3DVS_VERSION(3, 0)) {
|
|
shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
|
|
} else {
|
|
shader_addline(buffer, "void order_ps_input();\n");
|
|
}
|
|
} else {
|
|
IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
|
|
|
|
if(reg_maps->bumpmat != -1) {
|
|
shader_addline(buffer, "uniform mat2 bumpenvmat;\n");
|
|
if(reg_maps->luminanceparams) {
|
|
shader_addline(buffer, "uniform float luminancescale;\n");
|
|
shader_addline(buffer, "uniform float luminanceoffset;\n");
|
|
extra_constants_needed++;
|
|
}
|
|
extra_constants_needed++;
|
|
}
|
|
|
|
if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
|
|
ps_impl->srgb_enabled = 1;
|
|
if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
|
|
shader_addline(buffer, "uniform vec4 srgb_mul_low;\n");
|
|
shader_addline(buffer, "uniform vec4 srgb_comparison;\n");
|
|
ps_impl->srgb_mode_hardcoded = 0;
|
|
extra_constants_needed++;
|
|
} else {
|
|
ps_impl->srgb_mode_hardcoded = 1;
|
|
shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
|
|
srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
|
|
shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
|
|
srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
|
|
}
|
|
} else {
|
|
IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
|
|
|
|
/* Do not write any srgb fixup into the shader to save shader size and processing time.
|
|
* As a consequence, we can't toggle srgb write on without recompilation
|
|
*/
|
|
ps_impl->srgb_enabled = 0;
|
|
ps_impl->srgb_mode_hardcoded = 1;
|
|
}
|
|
if(reg_maps->vpos || reg_maps->usesdsy) {
|
|
if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
|
|
shader_addline(buffer, "uniform vec4 ycorrection;\n");
|
|
((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
|
|
extra_constants_needed++;
|
|
} else {
|
|
/* This happens because we do not have proper tracking of the constant registers that are
|
|
* actually used, only the max limit of the shader version
|
|
*/
|
|
FIXME("Cannot find a free uniform for vpos correction params\n");
|
|
shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
|
|
device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
|
|
device->render_offscreen ? 1.0 : -1.0);
|
|
}
|
|
shader_addline(buffer, "vec4 vpos;\n");
|
|
}
|
|
}
|
|
|
|
/* Declare texture samplers */
|
|
for (i = 0; i < This->baseShader.limits.sampler; i++) {
|
|
if (reg_maps->samplers[i]) {
|
|
|
|
DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
|
|
switch (stype) {
|
|
|
|
case WINED3DSTT_1D:
|
|
shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
|
|
break;
|
|
case WINED3DSTT_2D:
|
|
if(device->stateBlock->textures[i] &&
|
|
IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
|
|
shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
|
|
} else {
|
|
shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
|
|
}
|
|
break;
|
|
case WINED3DSTT_CUBE:
|
|
shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
|
|
break;
|
|
case WINED3DSTT_VOLUME:
|
|
shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
|
|
break;
|
|
default:
|
|
shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
|
|
FIXME("Unrecognized sampler type: %#x\n", stype);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Declare address variables */
|
|
for (i = 0; i < This->baseShader.limits.address; i++) {
|
|
if (reg_maps->address[i])
|
|
shader_addline(buffer, "ivec4 A%d;\n", i);
|
|
}
|
|
|
|
/* Declare texture coordinate temporaries and initialize them */
|
|
for (i = 0; i < This->baseShader.limits.texcoord; i++) {
|
|
if (reg_maps->texcoord[i])
|
|
shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
|
|
}
|
|
|
|
/* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
|
|
* helper function shader that is linked in at link time
|
|
*/
|
|
if(pshader && This->baseShader.hex_version >= WINED3DPS_VERSION(3, 0)) {
|
|
if(use_vs(device)) {
|
|
shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
|
|
} else {
|
|
/* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
|
|
* For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
|
|
* pixel shader that reads the fixed function color into the packed input registers.
|
|
*/
|
|
shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
|
|
}
|
|
}
|
|
|
|
/* Declare output register temporaries */
|
|
if(This->baseShader.limits.packed_output) {
|
|
shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
|
|
}
|
|
|
|
/* Declare temporary variables */
|
|
for(i = 0; i < This->baseShader.limits.temporary; i++) {
|
|
if (reg_maps->temporary[i])
|
|
shader_addline(buffer, "vec4 R%u;\n", i);
|
|
}
|
|
|
|
/* Declare attributes */
|
|
for (i = 0; i < This->baseShader.limits.attributes; i++) {
|
|
if (reg_maps->attributes[i])
|
|
shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
|
|
}
|
|
|
|
/* Declare loop registers aLx */
|
|
for (i = 0; i < reg_maps->loop_depth; i++) {
|
|
shader_addline(buffer, "int aL%u;\n", i);
|
|
shader_addline(buffer, "int tmpInt%u;\n", i);
|
|
}
|
|
|
|
/* Temporary variables for matrix operations */
|
|
shader_addline(buffer, "vec4 tmp0;\n");
|
|
shader_addline(buffer, "vec4 tmp1;\n");
|
|
|
|
/* Hardcodable local constants */
|
|
if(!This->baseShader.load_local_constsF) {
|
|
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
|
|
float *value = (float *) lconst->value;
|
|
shader_addline(buffer, "const vec4 LC%u = vec4(%f, %f, %f, %f);\n", lconst->idx,
|
|
value[0], value[1], value[2], value[3]);
|
|
}
|
|
}
|
|
|
|
/* Start the main program */
|
|
shader_addline(buffer, "void main() {\n");
|
|
if(pshader && reg_maps->vpos) {
|
|
shader_addline(buffer, "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1) - 0.5;\n");
|
|
}
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* Functions to generate GLSL strings from DirectX Shader bytecode begin here.
|
|
*
|
|
* For more information, see http://wiki.winehq.org/DirectX-Shaders
|
|
****************************************************************************/
|
|
|
|
/* Prototypes */
|
|
static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
|
|
const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
|
|
|
|
/** Used for opcode modifiers - They multiply the result by the specified amount */
|
|
static const char * const 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) */
|
|
};
|
|
|
|
/* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
|
|
static void shader_glsl_gen_modifier (
|
|
const DWORD instr,
|
|
const char *in_reg,
|
|
const char *in_regswizzle,
|
|
char *out_str) {
|
|
|
|
out_str[0] = 0;
|
|
|
|
if (instr == WINED3DSIO_TEXKILL)
|
|
return;
|
|
|
|
switch (instr & WINED3DSP_SRCMOD_MASK) {
|
|
case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
|
|
case WINED3DSPSM_DW:
|
|
case WINED3DSPSM_NONE:
|
|
sprintf(out_str, "%s%s", in_reg, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_NEG:
|
|
sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_NOT:
|
|
sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_BIAS:
|
|
sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_BIASNEG:
|
|
sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_SIGN:
|
|
sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_SIGNNEG:
|
|
sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_COMP:
|
|
sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_X2:
|
|
sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_X2NEG:
|
|
sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_ABS:
|
|
sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_ABSNEG:
|
|
sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
|
|
break;
|
|
default:
|
|
FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
|
|
sprintf(out_str, "%s%s", in_reg, in_regswizzle);
|
|
}
|
|
}
|
|
|
|
static BOOL constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
|
|
local_constant* lconst;
|
|
|
|
if(This->baseShader.load_local_constsF) return FALSE;
|
|
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
|
|
if(lconst->idx == reg) return TRUE;
|
|
}
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
/** Writes the GLSL variable name that corresponds to the register that the
|
|
* DX opcode parameter is trying to access */
|
|
static 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 */
|
|
static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
|
|
|
|
DWORD reg = param & WINED3DSP_REGNUM_MASK;
|
|
DWORD regtype = shader_get_regtype(param);
|
|
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
|
|
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
|
WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
|
|
|
|
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
|
|
char tmpStr[50];
|
|
|
|
*is_color = FALSE;
|
|
|
|
switch (regtype) {
|
|
case WINED3DSPR_TEMP:
|
|
sprintf(tmpStr, "R%u", reg);
|
|
break;
|
|
case WINED3DSPR_INPUT:
|
|
if (pshader) {
|
|
/* Pixel shaders >= 3.0 */
|
|
if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
|
|
if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
|
|
glsl_src_param_t rel_param;
|
|
shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
|
|
|
|
/* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
|
|
* operation there
|
|
*/
|
|
if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
|
|
sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str,
|
|
((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
|
|
} else {
|
|
sprintf(tmpStr, "IN[%s]", rel_param.param_str);
|
|
}
|
|
} else {
|
|
sprintf(tmpStr, "IN[%u]",
|
|
((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
|
|
}
|
|
} else {
|
|
if (reg==0)
|
|
strcpy(tmpStr, "gl_Color");
|
|
else
|
|
strcpy(tmpStr, "gl_SecondaryColor");
|
|
}
|
|
} else {
|
|
if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
|
|
*is_color = TRUE;
|
|
sprintf(tmpStr, "attrib%u", reg);
|
|
}
|
|
break;
|
|
case WINED3DSPR_CONST:
|
|
{
|
|
const char* prefix = pshader? "PC":"VC";
|
|
|
|
/* Relative addressing */
|
|
if (param & WINED3DSHADER_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 (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
|
|
glsl_src_param_t rel_param;
|
|
shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
|
|
if(reg) {
|
|
sprintf(tmpStr, "%s[%s + %u]", prefix, rel_param.param_str, reg);
|
|
} else {
|
|
sprintf(tmpStr, "%s[%s]", prefix, rel_param.param_str);
|
|
}
|
|
} else {
|
|
if(reg) {
|
|
sprintf(tmpStr, "%s[A0.x + %u]", prefix, reg);
|
|
} else {
|
|
sprintf(tmpStr, "%s[A0.x]", prefix);
|
|
}
|
|
}
|
|
|
|
} else {
|
|
if(constant_is_local(This, reg)) {
|
|
sprintf(tmpStr, "LC%u", reg);
|
|
} else {
|
|
sprintf(tmpStr, "%s[%u]", prefix, reg);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
case WINED3DSPR_CONSTINT:
|
|
if (pshader)
|
|
sprintf(tmpStr, "PI[%u]", reg);
|
|
else
|
|
sprintf(tmpStr, "VI[%u]", reg);
|
|
break;
|
|
case WINED3DSPR_CONSTBOOL:
|
|
if (pshader)
|
|
sprintf(tmpStr, "PB[%u]", reg);
|
|
else
|
|
sprintf(tmpStr, "VB[%u]", reg);
|
|
break;
|
|
case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
|
|
if (pshader) {
|
|
sprintf(tmpStr, "T%u", reg);
|
|
} else {
|
|
sprintf(tmpStr, "A%u", reg);
|
|
}
|
|
break;
|
|
case WINED3DSPR_LOOP:
|
|
sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
|
|
break;
|
|
case WINED3DSPR_SAMPLER:
|
|
if (pshader)
|
|
sprintf(tmpStr, "Psampler%u", reg);
|
|
else
|
|
sprintf(tmpStr, "Vsampler%u", reg);
|
|
break;
|
|
case WINED3DSPR_COLOROUT:
|
|
if (reg >= GL_LIMITS(buffers)) {
|
|
WARN("Write to render target %u, only %d supported\n", reg, 4);
|
|
}
|
|
if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
|
|
sprintf(tmpStr, "gl_FragData[%u]", reg);
|
|
} else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
|
|
sprintf(tmpStr, "gl_FragColor");
|
|
}
|
|
break;
|
|
case WINED3DSPR_RASTOUT:
|
|
sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
|
|
break;
|
|
case WINED3DSPR_DEPTHOUT:
|
|
sprintf(tmpStr, "gl_FragDepth");
|
|
break;
|
|
case WINED3DSPR_ATTROUT:
|
|
if (reg == 0) {
|
|
sprintf(tmpStr, "gl_FrontColor");
|
|
} else {
|
|
sprintf(tmpStr, "gl_FrontSecondaryColor");
|
|
}
|
|
break;
|
|
case WINED3DSPR_TEXCRDOUT:
|
|
/* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
|
|
if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
|
|
sprintf(tmpStr, "OUT[%u]", reg);
|
|
else
|
|
sprintf(tmpStr, "gl_TexCoord[%u]", reg);
|
|
break;
|
|
case WINED3DSPR_MISCTYPE:
|
|
if (reg == 0) {
|
|
/* vPos */
|
|
sprintf(tmpStr, "vpos");
|
|
} else if (reg == 1){
|
|
/* Note that gl_FrontFacing is a bool, while vFace is
|
|
* a float for which the sign determines front/back
|
|
*/
|
|
sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
|
|
} else {
|
|
FIXME("Unhandled misctype register %d\n", reg);
|
|
sprintf(tmpStr, "unrecognized_register");
|
|
}
|
|
break;
|
|
default:
|
|
FIXME("Unhandled register name Type(%d)\n", regtype);
|
|
sprintf(tmpStr, "unrecognized_register");
|
|
break;
|
|
}
|
|
|
|
strcat(regstr, tmpStr);
|
|
}
|
|
|
|
/* Get the GLSL write mask for the destination register */
|
|
static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
|
|
char *ptr = write_mask;
|
|
DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
|
|
|
|
if (shader_is_scalar(param)) {
|
|
mask = WINED3DSP_WRITEMASK_0;
|
|
} else {
|
|
*ptr++ = '.';
|
|
if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
|
|
if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
|
|
if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
|
|
if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
|
|
}
|
|
|
|
*ptr = '\0';
|
|
|
|
return mask;
|
|
}
|
|
|
|
static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
|
|
unsigned int size = 0;
|
|
|
|
if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
|
|
if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
|
|
if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
|
|
if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
|
|
|
|
return size;
|
|
}
|
|
|
|
static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
|
|
/* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
|
|
* but addressed as "rgba". To fix this we need to swap the register's x
|
|
* and z components. */
|
|
DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
|
|
const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
|
|
char *ptr = swizzle_str;
|
|
|
|
if (!shader_is_scalar(param)) {
|
|
*ptr++ = '.';
|
|
/* swizzle bits fields: wwzzyyxx */
|
|
if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
|
|
if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
|
|
if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
|
|
if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
|
|
}
|
|
|
|
*ptr = '\0';
|
|
}
|
|
|
|
/* 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. */
|
|
static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
|
|
const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param) {
|
|
BOOL is_color = FALSE;
|
|
char swizzle_str[6];
|
|
|
|
src_param->reg_name[0] = '\0';
|
|
src_param->param_str[0] = '\0';
|
|
swizzle_str[0] = '\0';
|
|
|
|
shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
|
|
|
|
shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
|
|
shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
|
|
}
|
|
|
|
/* 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. */
|
|
static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param,
|
|
const DWORD addr_token, glsl_dst_param_t *dst_param) {
|
|
BOOL is_color = FALSE;
|
|
|
|
dst_param->mask_str[0] = '\0';
|
|
dst_param->reg_name[0] = '\0';
|
|
|
|
shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
|
|
return shader_glsl_get_write_mask(param, dst_param->mask_str);
|
|
}
|
|
|
|
/* Append the destination part of the instruction to the buffer, return the effective write mask */
|
|
static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg, const DWORD param) {
|
|
glsl_dst_param_t dst_param;
|
|
DWORD mask;
|
|
int shift;
|
|
|
|
mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
|
|
|
|
if(mask) {
|
|
shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
|
|
shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
|
|
}
|
|
|
|
return mask;
|
|
}
|
|
|
|
/* Append the destination part of the instruction to the buffer, return the effective write mask */
|
|
static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg) {
|
|
return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
|
|
}
|
|
|
|
/** Process GLSL instruction modifiers */
|
|
void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
|
|
|
|
DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
|
|
|
|
if (arg->opcode->dst_token && mask != 0) {
|
|
glsl_dst_param_t dst_param;
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
|
|
|
|
if (mask & WINED3DSPDM_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_param.reg_name,
|
|
dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
|
|
}
|
|
if (mask & WINED3DSPDM_MSAMPCENTROID) {
|
|
FIXME("_centroid modifier not handled\n");
|
|
}
|
|
if (mask & WINED3DSPDM_PARTIALPRECISION) {
|
|
/* MSDN says this modifier can be safely ignored, so that's what we'll do. */
|
|
}
|
|
}
|
|
}
|
|
|
|
static inline const char* shader_get_comp_op(
|
|
const DWORD opcode) {
|
|
|
|
DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
|
|
switch (op) {
|
|
case COMPARISON_GT: return ">";
|
|
case COMPARISON_EQ: return "==";
|
|
case COMPARISON_GE: return ">=";
|
|
case COMPARISON_LT: return "<";
|
|
case COMPARISON_NE: return "!=";
|
|
case COMPARISON_LE: return "<=";
|
|
default:
|
|
FIXME("Unrecognized comparison value: %u\n", op);
|
|
return "(\?\?)";
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, glsl_sample_function_t *sample_function) {
|
|
/* Note that there's no such thing as a projected cube texture. */
|
|
switch(sampler_type) {
|
|
case WINED3DSTT_1D:
|
|
sample_function->name = projected ? "texture1DProj" : "texture1D";
|
|
sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
|
|
break;
|
|
case WINED3DSTT_2D:
|
|
if(texrect) {
|
|
sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
|
|
} else {
|
|
sample_function->name = projected ? "texture2DProj" : "texture2D";
|
|
}
|
|
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
|
|
break;
|
|
case WINED3DSTT_CUBE:
|
|
sample_function->name = "textureCube";
|
|
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
break;
|
|
case WINED3DSTT_VOLUME:
|
|
sample_function->name = projected ? "texture3DProj" : "texture3D";
|
|
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
break;
|
|
default:
|
|
sample_function->name = "";
|
|
FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_color_correction(SHADER_OPCODE_ARG* arg) {
|
|
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
|
|
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
|
|
WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
|
|
glsl_dst_param_t dst_param;
|
|
glsl_dst_param_t dst_param2;
|
|
WINED3DFORMAT fmt;
|
|
WINED3DFORMAT conversion_group;
|
|
IWineD3DBaseTextureImpl *texture;
|
|
DWORD mask, mask_size;
|
|
UINT i;
|
|
BOOL recorded = FALSE;
|
|
DWORD sampler_idx;
|
|
DWORD hex_version = shader->baseShader.hex_version;
|
|
|
|
switch(arg->opcode->opcode) {
|
|
case WINED3DSIO_TEX:
|
|
if (hex_version < WINED3DPS_VERSION(2,0)) {
|
|
sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
} else {
|
|
sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
|
|
}
|
|
break;
|
|
|
|
case WINED3DSIO_TEXLDL:
|
|
FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
|
|
return;
|
|
|
|
case WINED3DSIO_TEXDP3TEX:
|
|
case WINED3DSIO_TEXM3x3TEX:
|
|
case WINED3DSIO_TEXM3x3SPEC:
|
|
case WINED3DSIO_TEXM3x3VSPEC:
|
|
case WINED3DSIO_TEXBEM:
|
|
case WINED3DSIO_TEXREG2AR:
|
|
case WINED3DSIO_TEXREG2GB:
|
|
case WINED3DSIO_TEXREG2RGB:
|
|
sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
break;
|
|
|
|
default:
|
|
/* Not a texture sampling instruction, nothing to do */
|
|
return;
|
|
};
|
|
|
|
texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
|
|
if(texture) {
|
|
fmt = texture->resource.format;
|
|
conversion_group = texture->baseTexture.shader_conversion_group;
|
|
} else {
|
|
fmt = WINED3DFMT_UNKNOWN;
|
|
conversion_group = WINED3DFMT_UNKNOWN;
|
|
}
|
|
|
|
/* before doing anything, record the sampler with the format in the format conversion list,
|
|
* but check if it's not there already
|
|
*/
|
|
for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
|
|
if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
|
|
recorded = TRUE;
|
|
break;
|
|
}
|
|
}
|
|
if(!recorded) {
|
|
shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
|
|
shader->baseShader.num_sampled_samplers++;
|
|
shader->baseShader.sampled_format[sampler_idx] = conversion_group;
|
|
}
|
|
|
|
switch(fmt) {
|
|
case WINED3DFMT_V8U8:
|
|
case WINED3DFMT_V16U16:
|
|
if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
|
|
(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
|
|
/* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
|
|
mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_2, &dst_param);
|
|
mask_size = shader_glsl_get_write_mask_size(mask);
|
|
if(mask_size >= 3) {
|
|
shader_addline(arg->buffer, "%s.%c = 1.0;\n", dst_param.reg_name, dst_param.mask_str[3]);
|
|
}
|
|
} else {
|
|
/* Correct the sign, but leave the blue as it is - it was loaded correctly already */
|
|
mask = shader_glsl_add_dst_param(arg, arg->dst,
|
|
WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1,
|
|
&dst_param);
|
|
mask_size = shader_glsl_get_write_mask_size(mask);
|
|
if(mask_size >= 2) {
|
|
shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
|
|
dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
|
|
dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
|
|
} else if(mask_size == 1) {
|
|
shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str[1],
|
|
dst_param.reg_name, dst_param.mask_str[1]);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WINED3DFMT_X8L8V8U8:
|
|
if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
|
|
/* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
|
|
* and a(X) is always 1.0
|
|
*/
|
|
mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
|
|
mask_size = shader_glsl_get_write_mask_size(mask);
|
|
if(mask_size >= 2) {
|
|
shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
|
|
dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
|
|
dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
|
|
} else if(mask_size == 1) {
|
|
shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
|
|
dst_param.reg_name, dst_param.mask_str[1],
|
|
dst_param.reg_name, dst_param.mask_str[1]);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WINED3DFMT_L6V5U5:
|
|
if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
|
|
mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
|
|
mask_size = shader_glsl_get_write_mask_size(mask);
|
|
shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_2, &dst_param2);
|
|
if(mask_size >= 3) {
|
|
/* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
|
|
shader_addline(arg->buffer, "tmp0.g = %s.%c;\n",
|
|
dst_param.reg_name, dst_param.mask_str[2]);
|
|
shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
|
|
dst_param.reg_name, dst_param.mask_str[2], dst_param.mask_str[1],
|
|
dst_param2.reg_name, dst_param.mask_str[1], dst_param.mask_str[3]);
|
|
shader_addline(arg->buffer, "%s.%c = tmp0.g;\n", dst_param.reg_name,
|
|
dst_param.mask_str[3]);
|
|
} else if(mask_size == 2) {
|
|
/* This is bad: We have VL, but we need VU */
|
|
FIXME("2 components sampled from a converted L6V5U5 texture\n");
|
|
} else {
|
|
shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
|
|
dst_param.reg_name, dst_param.mask_str[1],
|
|
dst_param2.reg_name, dst_param.mask_str[1]);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WINED3DFMT_Q8W8V8U8:
|
|
if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
|
|
/* Correct the sign in all channels. The writemask just applies as-is, no
|
|
* need for checking the mask size
|
|
*/
|
|
shader_glsl_add_dst_param(arg, arg->dst,
|
|
WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 |
|
|
WINED3DSP_WRITEMASK_2 | WINED3DSP_WRITEMASK_3,
|
|
&dst_param);
|
|
shader_addline(arg->buffer, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str,
|
|
dst_param.reg_name, dst_param.mask_str);
|
|
}
|
|
break;
|
|
|
|
/* stupid compiler */
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*****************************************************************************
|
|
*
|
|
* Begin processing individual instruction opcodes
|
|
*
|
|
****************************************************************************/
|
|
|
|
/* Generate GLSL arithmetic functions (dst = src1 + src2) */
|
|
void shader_glsl_arith(SHADER_OPCODE_ARG* arg) {
|
|
CONST SHADER_OPCODE* curOpcode = arg->opcode;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
glsl_src_param_t src0_param;
|
|
glsl_src_param_t src1_param;
|
|
DWORD write_mask;
|
|
char op;
|
|
|
|
/* Determine the GLSL operator to use based on the opcode */
|
|
switch (curOpcode->opcode) {
|
|
case WINED3DSIO_MUL: op = '*'; break;
|
|
case WINED3DSIO_ADD: op = '+'; break;
|
|
case WINED3DSIO_SUB: op = '-'; break;
|
|
default:
|
|
op = ' ';
|
|
FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
|
|
break;
|
|
}
|
|
|
|
write_mask = shader_glsl_append_dst(buffer, arg);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
|
|
shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
|
|
}
|
|
|
|
/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
|
|
void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
|
|
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
glsl_src_param_t src0_param;
|
|
DWORD write_mask;
|
|
|
|
write_mask = shader_glsl_append_dst(buffer, arg);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
|
|
|
|
/* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
|
|
* shader versions WINED3DSIO_MOVA is used for this. */
|
|
if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 &&
|
|
!shader_is_pshader_version(shader->baseShader.hex_version) &&
|
|
shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)) {
|
|
/* This is a simple floor() */
|
|
unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
|
|
if (mask_size > 1) {
|
|
shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
|
|
} else {
|
|
shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
|
|
}
|
|
} else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
|
|
/* We need to *round* to the nearest int here. */
|
|
unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
|
|
if (mask_size > 1) {
|
|
shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size, src0_param.param_str, mask_size, src0_param.param_str);
|
|
} else {
|
|
shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
|
|
}
|
|
} else {
|
|
shader_addline(buffer, "%s);\n", src0_param.param_str);
|
|
}
|
|
}
|
|
|
|
/* 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;
|
|
glsl_src_param_t src0_param;
|
|
glsl_src_param_t src1_param;
|
|
DWORD dst_write_mask, src_write_mask;
|
|
unsigned int dst_size = 0;
|
|
|
|
dst_write_mask = shader_glsl_append_dst(buffer, arg);
|
|
dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
|
|
|
|
/* dp3 works on vec3, dp4 on vec4 */
|
|
if (curOpcode->opcode == WINED3DSIO_DP4) {
|
|
src_write_mask = WINED3DSP_WRITEMASK_ALL;
|
|
} else {
|
|
src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
}
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
|
|
|
|
if (dst_size > 1) {
|
|
shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
|
|
} else {
|
|
shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
|
|
}
|
|
}
|
|
|
|
/* Note that this instruction has some restrictions. The destination write mask
|
|
* can't contain the w component, and the source swizzles have to be .xyzw */
|
|
void shader_glsl_cross(SHADER_OPCODE_ARG *arg) {
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
glsl_src_param_t src0_param;
|
|
glsl_src_param_t src1_param;
|
|
char dst_mask[6];
|
|
|
|
shader_glsl_get_write_mask(arg->dst, dst_mask);
|
|
shader_glsl_append_dst(arg->buffer, arg);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
|
|
shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
|
|
}
|
|
|
|
/* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
|
|
* Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
|
|
* GLSL uses the value as-is. */
|
|
void shader_glsl_pow(SHADER_OPCODE_ARG *arg) {
|
|
SHADER_BUFFER *buffer = arg->buffer;
|
|
glsl_src_param_t src0_param;
|
|
glsl_src_param_t src1_param;
|
|
DWORD dst_write_mask;
|
|
unsigned int dst_size;
|
|
|
|
dst_write_mask = shader_glsl_append_dst(buffer, arg);
|
|
dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
|
|
|
|
if (dst_size > 1) {
|
|
shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
|
|
} else {
|
|
shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
|
|
}
|
|
}
|
|
|
|
/* 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. */
|
|
void shader_glsl_log(SHADER_OPCODE_ARG *arg) {
|
|
SHADER_BUFFER *buffer = arg->buffer;
|
|
glsl_src_param_t src0_param;
|
|
DWORD dst_write_mask;
|
|
unsigned int dst_size;
|
|
|
|
dst_write_mask = shader_glsl_append_dst(buffer, arg);
|
|
dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
|
|
|
if (dst_size > 1) {
|
|
shader_addline(buffer, "vec%d(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, ...) */
|
|
void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
|
|
CONST SHADER_OPCODE* curOpcode = arg->opcode;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
glsl_src_param_t src_param;
|
|
const char *instruction;
|
|
char arguments[256];
|
|
DWORD write_mask;
|
|
unsigned i;
|
|
|
|
/* Determine the GLSL function to use based on the opcode */
|
|
/* TODO: Possibly make this a table for faster lookups */
|
|
switch (curOpcode->opcode) {
|
|
case WINED3DSIO_MIN: instruction = "min"; break;
|
|
case WINED3DSIO_MAX: instruction = "max"; break;
|
|
case WINED3DSIO_ABS: instruction = "abs"; break;
|
|
case WINED3DSIO_FRC: instruction = "fract"; break;
|
|
case WINED3DSIO_NRM: instruction = "normalize"; break;
|
|
case WINED3DSIO_LOGP:
|
|
case WINED3DSIO_LOG: instruction = "log2"; break;
|
|
case WINED3DSIO_EXP: instruction = "exp2"; break;
|
|
case WINED3DSIO_SGN: instruction = "sign"; break;
|
|
case WINED3DSIO_DSX: instruction = "dFdx"; break;
|
|
case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
|
|
default: instruction = "";
|
|
FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
|
|
break;
|
|
}
|
|
|
|
write_mask = shader_glsl_append_dst(buffer, arg);
|
|
|
|
arguments[0] = '\0';
|
|
if (curOpcode->num_params > 0) {
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
|
|
strcat(arguments, src_param.param_str);
|
|
for (i = 2; i < curOpcode->num_params; ++i) {
|
|
strcat(arguments, ", ");
|
|
shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
|
|
strcat(arguments, src_param.param_str);
|
|
}
|
|
}
|
|
|
|
shader_addline(buffer, "%s(%s));\n", instruction, arguments);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_EXPP instruction in GLSL:
|
|
* For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
|
|
* dst.x = 2^(floor(src))
|
|
* dst.y = src - floor(src)
|
|
* dst.z = 2^src (partial precision is allowed, but optional)
|
|
* dst.w = 1.0;
|
|
* For 2.0 shaders, just do this (honoring writemask and swizzle):
|
|
* dst = 2^src; (partial precision is allowed, but optional)
|
|
*/
|
|
void shader_glsl_expp(SHADER_OPCODE_ARG* arg) {
|
|
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
|
|
glsl_src_param_t src_param;
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
|
|
|
|
if (shader->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
|
|
char dst_mask[6];
|
|
|
|
shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
|
|
shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
|
|
shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
|
|
shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
|
|
|
|
shader_glsl_append_dst(arg->buffer, arg);
|
|
shader_glsl_get_write_mask(arg->dst, dst_mask);
|
|
shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
|
|
} else {
|
|
DWORD write_mask;
|
|
unsigned int mask_size;
|
|
|
|
write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
|
mask_size = shader_glsl_get_write_mask_size(write_mask);
|
|
|
|
if (mask_size > 1) {
|
|
shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
|
|
} else {
|
|
shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
|
|
void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
|
|
glsl_src_param_t src_param;
|
|
DWORD write_mask;
|
|
unsigned int mask_size;
|
|
|
|
write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
|
mask_size = shader_glsl_get_write_mask_size(write_mask);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
|
|
|
|
if (mask_size > 1) {
|
|
shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
|
|
} else {
|
|
shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
|
|
}
|
|
}
|
|
|
|
void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) {
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
glsl_src_param_t src_param;
|
|
DWORD write_mask;
|
|
unsigned int mask_size;
|
|
|
|
write_mask = shader_glsl_append_dst(buffer, arg);
|
|
mask_size = shader_glsl_get_write_mask_size(write_mask);
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
|
|
|
|
if (mask_size > 1) {
|
|
shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
|
|
} else {
|
|
shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
|
|
}
|
|
}
|
|
|
|
/** Process signed comparison opcodes in GLSL. */
|
|
void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
|
|
glsl_src_param_t src0_param;
|
|
glsl_src_param_t src1_param;
|
|
DWORD write_mask;
|
|
unsigned int mask_size;
|
|
|
|
write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
|
mask_size = shader_glsl_get_write_mask_size(write_mask);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
|
|
|
|
if (mask_size > 1) {
|
|
const char *compare;
|
|
|
|
switch(arg->opcode->opcode) {
|
|
case WINED3DSIO_SLT: compare = "lessThan"; break;
|
|
case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
|
|
default: compare = "";
|
|
FIXME("Can't handle opcode %s\n", arg->opcode->name);
|
|
}
|
|
|
|
shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
|
|
src0_param.param_str, src1_param.param_str);
|
|
} else {
|
|
switch(arg->opcode->opcode) {
|
|
case WINED3DSIO_SLT:
|
|
/* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
|
|
* to return 0.0 but step returns 1.0 because step is not < x
|
|
* An alternative is a bvec compare padded with an unused second component.
|
|
* step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
|
|
* issue. Playing with not() is not possible either because not() does not accept
|
|
* a scalar.
|
|
*/
|
|
shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
|
|
break;
|
|
case WINED3DSIO_SGE:
|
|
/* Here we can use the step() function and safe a conditional */
|
|
shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
|
|
break;
|
|
default:
|
|
FIXME("Can't handle opcode %s\n", arg->opcode->name);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
/** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
|
|
void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
|
|
glsl_src_param_t src0_param;
|
|
glsl_src_param_t src1_param;
|
|
glsl_src_param_t src2_param;
|
|
DWORD write_mask, cmp_channel = 0;
|
|
unsigned int i, j;
|
|
char mask_char[6];
|
|
BOOL temp_destination = FALSE;
|
|
|
|
if(shader_is_scalar(arg->src[0])) {
|
|
write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
|
|
shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
|
|
|
|
shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
|
|
src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
|
} else {
|
|
DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
|
|
DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
|
|
DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
|
|
DWORD src0regtype = shader_get_regtype(arg->src[0]);
|
|
DWORD src1regtype = shader_get_regtype(arg->src[1]);
|
|
DWORD src2regtype = shader_get_regtype(arg->src[2]);
|
|
DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
DWORD dstregtype = shader_get_regtype(arg->dst);
|
|
|
|
/* Cycle through all source0 channels */
|
|
for (i=0; i<4; i++) {
|
|
write_mask = 0;
|
|
/* Find the destination channels which use the current source0 channel */
|
|
for (j=0; j<4; j++) {
|
|
if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
|
|
write_mask |= WINED3DSP_WRITEMASK_0 << j;
|
|
cmp_channel = WINED3DSP_WRITEMASK_0 << j;
|
|
}
|
|
}
|
|
|
|
/* Splitting the cmp instruction up in multiple lines imposes a problem:
|
|
* The first lines may overwrite source parameters of the following lines.
|
|
* Deal with that by using a temporary destination register if needed
|
|
*/
|
|
if((src0reg == dstreg && src0regtype == dstregtype) ||
|
|
(src1reg == dstreg && src1regtype == dstregtype) ||
|
|
(src2reg == dstreg && src2regtype == dstregtype)) {
|
|
|
|
write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
|
|
if (!write_mask) continue;
|
|
shader_addline(arg->buffer, "tmp0%s = (", mask_char);
|
|
temp_destination = TRUE;
|
|
} else {
|
|
write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
|
|
if (!write_mask) continue;
|
|
}
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
|
|
shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
|
|
|
|
shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
|
|
src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
|
}
|
|
|
|
if(temp_destination) {
|
|
shader_glsl_get_write_mask(arg->dst, mask_char);
|
|
shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
|
|
shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
|
|
/* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
|
|
* the compare is done per component of src0. */
|
|
void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) {
|
|
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
|
|
glsl_src_param_t src0_param;
|
|
glsl_src_param_t src1_param;
|
|
glsl_src_param_t src2_param;
|
|
DWORD write_mask, cmp_channel = 0;
|
|
unsigned int i, j;
|
|
|
|
if (shader->baseShader.hex_version < WINED3DPS_VERSION(1, 4)) {
|
|
write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
|
|
shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
|
|
|
|
/* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
|
|
if(arg->opcode_token & WINED3DSI_COISSUE) {
|
|
shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
|
|
} else {
|
|
shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
|
|
src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
|
}
|
|
return;
|
|
}
|
|
/* Cycle through all source0 channels */
|
|
for (i=0; i<4; i++) {
|
|
write_mask = 0;
|
|
/* Find the destination channels which use the current source0 channel */
|
|
for (j=0; j<4; j++) {
|
|
if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
|
|
write_mask |= WINED3DSP_WRITEMASK_0 << j;
|
|
cmp_channel = WINED3DSP_WRITEMASK_0 << j;
|
|
}
|
|
}
|
|
write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
|
|
if (!write_mask) continue;
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
|
|
shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
|
|
|
|
shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
|
|
src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
|
}
|
|
}
|
|
|
|
/** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
|
|
void shader_glsl_mad(SHADER_OPCODE_ARG* arg) {
|
|
glsl_src_param_t src0_param;
|
|
glsl_src_param_t src1_param;
|
|
glsl_src_param_t src2_param;
|
|
DWORD write_mask;
|
|
|
|
write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
|
|
shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
|
|
shader_addline(arg->buffer, "(%s * %s) + %s);\n",
|
|
src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
|
}
|
|
|
|
/** Handles transforming all WINED3DSIO_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.src_addr[1] = arg->src_addr[1];
|
|
tmpArg.reg_maps = arg->reg_maps;
|
|
|
|
switch(arg->opcode->opcode) {
|
|
case WINED3DSIO_M4x4:
|
|
nComponents = 4;
|
|
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
|
|
break;
|
|
case WINED3DSIO_M4x3:
|
|
nComponents = 3;
|
|
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
|
|
break;
|
|
case WINED3DSIO_M3x4:
|
|
nComponents = 4;
|
|
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
|
|
break;
|
|
case WINED3DSIO_M3x3:
|
|
nComponents = 3;
|
|
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
|
|
break;
|
|
case WINED3DSIO_M3x2:
|
|
nComponents = 2;
|
|
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
for (i = 0; i < nComponents; i++) {
|
|
tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
|
|
tmpArg.src[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 + src0 * (src1 - src2))
|
|
This is equivalent to mix(src2, src1, src0);
|
|
*/
|
|
void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) {
|
|
glsl_src_param_t src0_param;
|
|
glsl_src_param_t src1_param;
|
|
glsl_src_param_t src2_param;
|
|
DWORD write_mask;
|
|
|
|
write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
|
|
shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
|
|
|
|
shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
|
|
src2_param.param_str, src1_param.param_str, src0_param.param_str);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_LIT instruction in GLSL:
|
|
* dst.x = dst.w = 1.0
|
|
* dst.y = (src0.x > 0) ? src0.x
|
|
* dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
|
|
* where src.w is clamped at +- 128
|
|
*/
|
|
void shader_glsl_lit(SHADER_OPCODE_ARG* arg) {
|
|
glsl_src_param_t src0_param;
|
|
glsl_src_param_t src1_param;
|
|
glsl_src_param_t src3_param;
|
|
char dst_mask[6];
|
|
|
|
shader_glsl_append_dst(arg->buffer, arg);
|
|
shader_glsl_get_write_mask(arg->dst, dst_mask);
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
|
|
|
|
/* The sdk specifies the instruction like this
|
|
* dst.x = 1.0;
|
|
* if(src.x > 0.0) dst.y = src.x
|
|
* else dst.y = 0.0.
|
|
* if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
|
|
* else dst.z = 0.0;
|
|
* dst.w = 1.0;
|
|
*
|
|
* Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
|
|
* dst.x = 1.0 ... No further explanation needed
|
|
* dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
|
|
* dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
|
|
* dst.w = 1.0. ... Nothing fancy.
|
|
*
|
|
* So we still have one conditional in there. So do this:
|
|
* dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
|
|
*
|
|
* step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
|
|
* which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
|
|
* if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
|
|
*/
|
|
shader_addline(arg->buffer, "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
|
|
src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_DST instruction in GLSL:
|
|
* dst.x = 1.0
|
|
* dst.y = src0.x * src0.y
|
|
* dst.z = src0.z
|
|
* dst.w = src1.w
|
|
*/
|
|
void shader_glsl_dst(SHADER_OPCODE_ARG* arg) {
|
|
glsl_src_param_t src0y_param;
|
|
glsl_src_param_t src0z_param;
|
|
glsl_src_param_t src1y_param;
|
|
glsl_src_param_t src1w_param;
|
|
char dst_mask[6];
|
|
|
|
shader_glsl_append_dst(arg->buffer, arg);
|
|
shader_glsl_get_write_mask(arg->dst, dst_mask);
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
|
|
|
|
shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
|
|
src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_SINCOS instruction in GLSL:
|
|
* VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
|
|
* can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
|
|
*
|
|
* dst.x = cos(src0.?)
|
|
* dst.y = sin(src0.?)
|
|
* dst.z = dst.z
|
|
* dst.w = dst.w
|
|
*/
|
|
void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
|
|
glsl_src_param_t src0_param;
|
|
DWORD write_mask;
|
|
|
|
write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
|
|
|
switch (write_mask) {
|
|
case WINED3DSP_WRITEMASK_0:
|
|
shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
|
|
break;
|
|
|
|
case WINED3DSP_WRITEMASK_1:
|
|
shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
|
|
break;
|
|
|
|
case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
|
|
shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
|
|
break;
|
|
|
|
default:
|
|
ERR("Write mask should be .x, .y or .xy\n");
|
|
break;
|
|
}
|
|
}
|
|
|
|
/** Process the WINED3DSIO_LOOP instruction in GLSL:
|
|
* Start a for() loop where src1.y is the initial value of aL,
|
|
* increment aL by src1.z for a total of src1.x iterations.
|
|
* Need to use a temporary variable for this operation.
|
|
*/
|
|
/* FIXME: I don't think nested loops will work correctly this way. */
|
|
void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
|
|
glsl_src_param_t src1_param;
|
|
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
|
|
DWORD regtype = shader_get_regtype(arg->src[1]);
|
|
DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
|
|
const DWORD *control_values = NULL;
|
|
local_constant *constant;
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
|
|
|
|
/* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
|
|
* varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
|
|
* known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
|
|
* addressing.
|
|
*/
|
|
if(regtype == WINED3DSPR_CONSTINT) {
|
|
LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
|
|
if(constant->idx == reg) {
|
|
control_values = constant->value;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(control_values) {
|
|
if(control_values[2] > 0) {
|
|
shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
|
|
shader->baseShader.cur_loop_depth, control_values[1],
|
|
shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
|
|
shader->baseShader.cur_loop_depth, control_values[2]);
|
|
} else if(control_values[2] == 0) {
|
|
shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
|
|
shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
|
|
shader->baseShader.cur_loop_depth, control_values[0],
|
|
shader->baseShader.cur_loop_depth);
|
|
} else {
|
|
shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
|
|
shader->baseShader.cur_loop_depth, control_values[1],
|
|
shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
|
|
shader->baseShader.cur_loop_depth, control_values[2]);
|
|
}
|
|
} else {
|
|
shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
|
|
shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
|
|
src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
|
|
shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
|
|
}
|
|
|
|
shader->baseShader.cur_loop_depth++;
|
|
shader->baseShader.cur_loop_regno++;
|
|
}
|
|
|
|
void shader_glsl_end(SHADER_OPCODE_ARG* arg) {
|
|
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
|
|
|
|
shader_addline(arg->buffer, "}\n");
|
|
|
|
if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
|
|
shader->baseShader.cur_loop_depth--;
|
|
shader->baseShader.cur_loop_regno--;
|
|
}
|
|
if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
|
|
shader->baseShader.cur_loop_depth--;
|
|
}
|
|
}
|
|
|
|
void shader_glsl_rep(SHADER_OPCODE_ARG* arg) {
|
|
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
|
|
glsl_src_param_t src0_param;
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
|
shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
|
|
shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
|
|
src0_param.param_str, shader->baseShader.cur_loop_depth);
|
|
shader->baseShader.cur_loop_depth++;
|
|
}
|
|
|
|
void shader_glsl_if(SHADER_OPCODE_ARG* arg) {
|
|
glsl_src_param_t src0_param;
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
|
shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
|
|
}
|
|
|
|
void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) {
|
|
glsl_src_param_t src0_param;
|
|
glsl_src_param_t src1_param;
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
|
|
|
|
shader_addline(arg->buffer, "if (%s %s %s) {\n",
|
|
src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
|
|
}
|
|
|
|
void shader_glsl_else(SHADER_OPCODE_ARG* arg) {
|
|
shader_addline(arg->buffer, "} else {\n");
|
|
}
|
|
|
|
void shader_glsl_break(SHADER_OPCODE_ARG* arg) {
|
|
shader_addline(arg->buffer, "break;\n");
|
|
}
|
|
|
|
/* FIXME: According to MSDN the compare is done per component. */
|
|
void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) {
|
|
glsl_src_param_t src0_param;
|
|
glsl_src_param_t src1_param;
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
|
|
|
|
shader_addline(arg->buffer, "if (%s %s %s) break;\n",
|
|
src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
|
|
}
|
|
|
|
void shader_glsl_label(SHADER_OPCODE_ARG* arg) {
|
|
|
|
DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
|
|
shader_addline(arg->buffer, "}\n");
|
|
shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
|
|
}
|
|
|
|
void shader_glsl_call(SHADER_OPCODE_ARG* arg) {
|
|
DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
|
|
shader_addline(arg->buffer, "subroutine%u();\n", snum);
|
|
}
|
|
|
|
void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) {
|
|
glsl_src_param_t src1_param;
|
|
|
|
DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
|
|
shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
|
|
}
|
|
|
|
/*********************************************
|
|
* Pixel Shader Specific Code begins here
|
|
********************************************/
|
|
void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
|
|
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
|
DWORD hex_version = This->baseShader.hex_version;
|
|
char dst_swizzle[6];
|
|
glsl_sample_function_t sample_function;
|
|
DWORD sampler_type;
|
|
DWORD sampler_idx;
|
|
BOOL projected, texrect = FALSE;
|
|
DWORD mask = 0;
|
|
|
|
/* All versions have a destination register */
|
|
shader_glsl_append_dst(arg->buffer, arg);
|
|
|
|
/* 1.0-1.4: Use destination register as sampler source.
|
|
* 2.0+: Use provided sampler source. */
|
|
if (hex_version < WINED3DPS_VERSION(1,4)) {
|
|
DWORD flags;
|
|
|
|
sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
|
|
|
|
if (flags & WINED3DTTFF_PROJECTED) {
|
|
projected = TRUE;
|
|
switch (flags & ~WINED3DTTFF_PROJECTED) {
|
|
case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
|
|
case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
|
|
case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
|
|
case WINED3DTTFF_COUNT4:
|
|
case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
|
|
}
|
|
} else {
|
|
projected = FALSE;
|
|
}
|
|
} else if (hex_version < WINED3DPS_VERSION(2,0)) {
|
|
DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
|
|
sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
|
|
if (src_mod == WINED3DSPSM_DZ) {
|
|
projected = TRUE;
|
|
mask = WINED3DSP_WRITEMASK_2;
|
|
} else if (src_mod == WINED3DSPSM_DW) {
|
|
projected = TRUE;
|
|
mask = WINED3DSP_WRITEMASK_3;
|
|
} else {
|
|
projected = FALSE;
|
|
}
|
|
} else {
|
|
sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
|
|
if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
|
|
/* ps 2.0 texldp instruction always divides by the fourth component. */
|
|
projected = TRUE;
|
|
mask = WINED3DSP_WRITEMASK_3;
|
|
} else {
|
|
projected = FALSE;
|
|
}
|
|
}
|
|
|
|
if(deviceImpl->stateBlock->textures[sampler_idx] &&
|
|
IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
|
|
texrect = TRUE;
|
|
}
|
|
|
|
sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
|
|
shader_glsl_get_sample_function(sampler_type, projected, texrect, &sample_function);
|
|
mask |= sample_function.coord_mask;
|
|
|
|
if (hex_version < WINED3DPS_VERSION(2,0)) {
|
|
shader_glsl_get_write_mask(arg->dst, dst_swizzle);
|
|
} else {
|
|
shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
|
|
}
|
|
|
|
/* 1.0-1.3: Use destination register as coordinate source.
|
|
1.4+: Use provided coordinate source register. */
|
|
if (hex_version < WINED3DPS_VERSION(1,4)) {
|
|
char coord_mask[6];
|
|
shader_glsl_get_write_mask(mask, coord_mask);
|
|
shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
|
|
sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
|
|
} else {
|
|
glsl_src_param_t coord_param;
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
|
|
if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
|
|
glsl_src_param_t bias;
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
|
|
|
|
shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n",
|
|
sample_function.name, sampler_idx, coord_param.param_str,
|
|
bias.param_str, dst_swizzle);
|
|
} else {
|
|
shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
|
|
sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
|
|
}
|
|
}
|
|
}
|
|
|
|
void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) {
|
|
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
|
|
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
|
glsl_sample_function_t sample_function;
|
|
glsl_src_param_t coord_param, lod_param;
|
|
char dst_swizzle[6];
|
|
DWORD sampler_type;
|
|
DWORD sampler_idx;
|
|
BOOL texrect = FALSE;
|
|
|
|
shader_glsl_append_dst(arg->buffer, arg);
|
|
shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
|
|
|
|
sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
|
|
sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
|
|
if(deviceImpl->stateBlock->textures[sampler_idx] &&
|
|
IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
|
|
texrect = TRUE;
|
|
}
|
|
shader_glsl_get_sample_function(sampler_type, FALSE, texrect, &sample_function); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param);
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
|
|
|
|
if (shader_is_pshader_version(This->baseShader.hex_version)) {
|
|
/* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
|
|
* However, they seem to work just fine in fragment shaders as well. */
|
|
WARN("Using %sLod in fragment shader.\n", sample_function.name);
|
|
shader_addline(arg->buffer, "%sLod(Psampler%u, %s, %s)%s);\n",
|
|
sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
|
|
} else {
|
|
shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n",
|
|
sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
|
|
}
|
|
}
|
|
|
|
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 hex_version = This->baseShader.hex_version;
|
|
DWORD write_mask;
|
|
char dst_mask[6];
|
|
|
|
write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
|
shader_glsl_get_write_mask(write_mask, dst_mask);
|
|
|
|
if (hex_version != WINED3DPS_VERSION(1,4)) {
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
|
|
} else {
|
|
DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
|
|
DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
|
|
char dst_swizzle[6];
|
|
|
|
shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
|
|
|
|
if (src_mod == WINED3DSPSM_DZ) {
|
|
glsl_src_param_t div_param;
|
|
unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
|
|
|
|
if (mask_size > 1) {
|
|
shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
|
|
} else {
|
|
shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
|
|
}
|
|
} else if (src_mod == WINED3DSPSM_DW) {
|
|
glsl_src_param_t div_param;
|
|
unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
|
|
|
|
if (mask_size > 1) {
|
|
shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
|
|
} else {
|
|
shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
|
|
}
|
|
} else {
|
|
shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
|
|
* Take a 3-component dot product of the TexCoord[dstreg] and src,
|
|
* then perform a 1D texture lookup from stage dstregnum, place into dst. */
|
|
void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) {
|
|
glsl_src_param_t src0_param;
|
|
char dst_mask[6];
|
|
glsl_sample_function_t sample_function;
|
|
DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
|
|
|
shader_glsl_append_dst(arg->buffer, arg);
|
|
shader_glsl_get_write_mask(arg->dst, dst_mask);
|
|
|
|
/* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
|
|
* scalar, and projected sampling would require 4.
|
|
*
|
|
* It is a dependent read - not valid with conditional NP2 textures
|
|
*/
|
|
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
|
|
|
|
switch(count_bits(sample_function.coord_mask)) {
|
|
case 1:
|
|
shader_addline(arg->buffer, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
|
|
sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
|
|
break;
|
|
|
|
case 2:
|
|
shader_addline(arg->buffer, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
|
|
sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
|
|
break;
|
|
|
|
case 3:
|
|
shader_addline(arg->buffer, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
|
|
sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
|
|
break;
|
|
default:
|
|
FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
|
|
}
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
|
|
* Take a 3-component dot product of the TexCoord[dstreg] and src. */
|
|
void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) {
|
|
glsl_src_param_t src0_param;
|
|
DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
DWORD dst_mask;
|
|
unsigned int mask_size;
|
|
|
|
dst_mask = shader_glsl_append_dst(arg->buffer, arg);
|
|
mask_size = shader_glsl_get_write_mask_size(dst_mask);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
|
|
|
if (mask_size > 1) {
|
|
shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
|
|
} else {
|
|
shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
|
|
}
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
|
|
* Calculate the depth as dst.x / dst.y */
|
|
void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) {
|
|
glsl_dst_param_t dst_param;
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
|
|
|
|
/* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
|
|
* Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
|
|
* this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
|
|
* too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
|
|
* >= 1.0 or < 0.0
|
|
*/
|
|
shader_addline(arg->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", dst_param.reg_name, dst_param.reg_name);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
|
|
* Last row of a 3x2 matrix multiply, use the result to calculate the depth:
|
|
* Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
|
|
* depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
|
|
*/
|
|
void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) {
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
glsl_src_param_t src0_param;
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
|
|
|
shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
|
|
shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
|
|
* Calculate the 1st of a 2-row matrix multiplication. */
|
|
void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) {
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
glsl_src_param_t src0_param;
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
|
shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
|
|
* Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
|
|
void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) {
|
|
|
|
IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
|
|
glsl_src_param_t src0_param;
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
|
shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
|
|
current_state->texcoord_w[current_state->current_row++] = reg;
|
|
}
|
|
|
|
void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
glsl_src_param_t src0_param;
|
|
char dst_mask[6];
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
|
shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
|
|
|
shader_glsl_append_dst(buffer, arg);
|
|
shader_glsl_get_write_mask(arg->dst, dst_mask);
|
|
|
|
/* Sample the texture using the calculated coordinates */
|
|
shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
|
|
* Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
|
|
void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
glsl_src_param_t src0_param;
|
|
char dst_mask[6];
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
|
|
DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
|
|
glsl_sample_function_t sample_function;
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
|
shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
|
|
|
shader_glsl_append_dst(arg->buffer, arg);
|
|
shader_glsl_get_write_mask(arg->dst, dst_mask);
|
|
/* Dependent read, not valid with conditional NP2 */
|
|
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
|
|
|
|
/* Sample the texture using the calculated coordinates */
|
|
shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
|
|
|
|
current_state->current_row = 0;
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
|
|
* Perform the 3rd row of a 3x3 matrix multiply */
|
|
void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) {
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
glsl_src_param_t src0_param;
|
|
char dst_mask[6];
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
|
|
|
shader_glsl_append_dst(arg->buffer, arg);
|
|
shader_glsl_get_write_mask(arg->dst, dst_mask);
|
|
shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
|
|
|
|
current_state->current_row = 0;
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
|
|
* Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
|
|
void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
|
|
|
|
IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
glsl_src_param_t src0_param;
|
|
glsl_src_param_t src1_param;
|
|
char dst_mask[6];
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
|
|
DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
glsl_sample_function_t sample_function;
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
|
|
|
|
/* Perform the last matrix multiply operation */
|
|
shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
|
/* Reflection calculation */
|
|
shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
|
|
|
|
shader_glsl_append_dst(buffer, arg);
|
|
shader_glsl_get_write_mask(arg->dst, dst_mask);
|
|
/* Dependent read, not valid with conditional NP2 */
|
|
shader_glsl_get_sample_function(stype, FALSE, FALSE, &sample_function);
|
|
|
|
/* Sample the texture */
|
|
shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
|
|
|
|
current_state->current_row = 0;
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
|
|
* Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
|
|
void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
|
|
|
|
IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
|
|
glsl_src_param_t src0_param;
|
|
char dst_mask[6];
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
|
|
glsl_sample_function_t sample_function;
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
|
|
|
|
/* Perform the last matrix multiply operation */
|
|
shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
|
|
|
|
/* Construct the eye-ray vector from w coordinates */
|
|
shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
|
|
current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
|
|
shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
|
|
|
|
shader_glsl_append_dst(buffer, arg);
|
|
shader_glsl_get_write_mask(arg->dst, dst_mask);
|
|
/* Dependent read, not valid with conditional NP2 */
|
|
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
|
|
|
|
/* Sample the texture using the calculated coordinates */
|
|
shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
|
|
|
|
current_state->current_row = 0;
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXBEM instruction in GLSL.
|
|
* Apply a fake bump map transform.
|
|
* texbem is pshader <= 1.3 only, this saves a few version checks
|
|
*/
|
|
void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
|
|
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
|
char dst_swizzle[6];
|
|
glsl_sample_function_t sample_function;
|
|
glsl_src_param_t coord_param;
|
|
DWORD sampler_type;
|
|
DWORD sampler_idx;
|
|
DWORD mask;
|
|
DWORD flags;
|
|
char coord_mask[6];
|
|
|
|
sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
|
|
|
|
sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
|
|
/* Dependent read, not valid with conditional NP2 */
|
|
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
|
|
mask = sample_function.coord_mask;
|
|
|
|
shader_glsl_get_write_mask(arg->dst, dst_swizzle);
|
|
|
|
shader_glsl_get_write_mask(mask, coord_mask);
|
|
|
|
/* with projective textures, texbem only divides the static texture coord, not the displacement,
|
|
* so we can't let the GL handle this.
|
|
*/
|
|
if (flags & WINED3DTTFF_PROJECTED) {
|
|
DWORD div_mask=0;
|
|
char coord_div_mask[3];
|
|
switch (flags & ~WINED3DTTFF_PROJECTED) {
|
|
case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
|
|
case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
|
|
case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
|
|
case WINED3DTTFF_COUNT4:
|
|
case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
|
|
}
|
|
shader_glsl_get_write_mask(div_mask, coord_div_mask);
|
|
shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
|
|
}
|
|
|
|
shader_glsl_append_dst(arg->buffer, arg);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
|
|
if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
|
|
glsl_src_param_t luminance_param;
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
|
|
shader_addline(arg->buffer, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )*(%s * luminancescale + luminanceoffset))%s);\n",
|
|
sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask,
|
|
luminance_param.param_str, dst_swizzle);
|
|
} else {
|
|
shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n",
|
|
sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask, dst_swizzle);
|
|
}
|
|
}
|
|
|
|
void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) {
|
|
glsl_src_param_t src0_param, src1_param;
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
|
|
|
|
shader_glsl_append_dst(arg->buffer, arg);
|
|
shader_addline(arg->buffer, "%s + bumpenvmat * %s);\n",
|
|
src0_param.param_str, src1_param.param_str);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
|
|
* Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
|
|
void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) {
|
|
|
|
glsl_src_param_t src0_param;
|
|
DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
char dst_mask[6];
|
|
|
|
shader_glsl_append_dst(arg->buffer, arg);
|
|
shader_glsl_get_write_mask(arg->dst, dst_mask);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
|
|
|
|
shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
|
|
* Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
|
|
void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) {
|
|
glsl_src_param_t src0_param;
|
|
DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
char dst_mask[6];
|
|
|
|
shader_glsl_append_dst(arg->buffer, arg);
|
|
shader_glsl_get_write_mask(arg->dst, dst_mask);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
|
|
|
|
shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
|
|
* Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
|
|
void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
|
|
glsl_src_param_t src0_param;
|
|
char dst_mask[6];
|
|
DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
|
|
glsl_sample_function_t sample_function;
|
|
|
|
shader_glsl_append_dst(arg->buffer, arg);
|
|
shader_glsl_get_write_mask(arg->dst, dst_mask);
|
|
/* Dependent read, not valid with conditional NP2 */
|
|
shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
|
|
|
|
shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXKILL instruction in GLSL.
|
|
* If any of the first 3 components are < 0, discard this pixel */
|
|
void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) {
|
|
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
DWORD hex_version = This->baseShader.hex_version;
|
|
glsl_dst_param_t dst_param;
|
|
|
|
/* The argument is a destination parameter, and no writemasks are allowed */
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
|
|
if((hex_version >= WINED3DPS_VERSION(2,0))) {
|
|
/* 2.0 shaders compare all 4 components in texkill */
|
|
shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
|
|
} else {
|
|
/* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
|
|
* instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
|
|
* 4 components are defined, only the first 3 are used
|
|
*/
|
|
shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
|
|
}
|
|
}
|
|
|
|
/** Process the WINED3DSIO_DP2ADD instruction in GLSL.
|
|
* dst = dot2(src0, src1) + src2 */
|
|
void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) {
|
|
glsl_src_param_t src0_param;
|
|
glsl_src_param_t src1_param;
|
|
glsl_src_param_t src2_param;
|
|
DWORD write_mask;
|
|
unsigned int mask_size;
|
|
|
|
write_mask = shader_glsl_append_dst(arg->buffer, arg);
|
|
mask_size = shader_glsl_get_write_mask_size(write_mask);
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
|
|
shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
|
|
|
|
shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
|
}
|
|
|
|
void pshader_glsl_input_pack(
|
|
SHADER_BUFFER* buffer,
|
|
semantic* semantics_in,
|
|
IWineD3DPixelShader *iface) {
|
|
|
|
unsigned int i;
|
|
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
|
|
|
|
for (i = 0; i < MAX_REG_INPUT; i++) {
|
|
|
|
DWORD usage_token = semantics_in[i].usage;
|
|
DWORD register_token = semantics_in[i].reg;
|
|
DWORD usage, usage_idx;
|
|
char reg_mask[6];
|
|
|
|
/* Uninitialized */
|
|
if (!usage_token) continue;
|
|
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
|
|
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
|
|
shader_glsl_get_write_mask(register_token, reg_mask);
|
|
|
|
switch(usage) {
|
|
|
|
case WINED3DDECLUSAGE_TEXCOORD:
|
|
if(usage_idx < 8 && This->vertexprocessing == pretransformed) {
|
|
shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
|
|
This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
|
|
} else {
|
|
shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
|
This->input_reg_map[i], reg_mask, reg_mask);
|
|
}
|
|
break;
|
|
|
|
case WINED3DDECLUSAGE_COLOR:
|
|
if (usage_idx == 0)
|
|
shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
|
|
This->input_reg_map[i], reg_mask, reg_mask);
|
|
else if (usage_idx == 1)
|
|
shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
|
|
This->input_reg_map[i], reg_mask, reg_mask);
|
|
else
|
|
shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
|
This->input_reg_map[i], reg_mask, reg_mask);
|
|
break;
|
|
|
|
default:
|
|
shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
|
This->input_reg_map[i], reg_mask, reg_mask);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*********************************************
|
|
* Vertex Shader Specific Code begins here
|
|
********************************************/
|
|
|
|
static void add_glsl_program_entry(IWineD3DDeviceImpl *device, struct glsl_shader_prog_link *entry) {
|
|
glsl_program_key_t *key;
|
|
|
|
key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
|
|
key->vshader = entry->vshader;
|
|
key->pshader = entry->pshader;
|
|
|
|
hash_table_put(device->glsl_program_lookup, key, entry);
|
|
}
|
|
|
|
static struct glsl_shader_prog_link *get_glsl_program_entry(IWineD3DDeviceImpl *device,
|
|
GLhandleARB vshader, GLhandleARB pshader) {
|
|
glsl_program_key_t key;
|
|
|
|
key.vshader = vshader;
|
|
key.pshader = pshader;
|
|
|
|
return (struct glsl_shader_prog_link *)hash_table_get(device->glsl_program_lookup, &key);
|
|
}
|
|
|
|
void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
|
glsl_program_key_t *key;
|
|
|
|
key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
|
|
key->vshader = entry->vshader;
|
|
key->pshader = entry->pshader;
|
|
hash_table_remove(This->glsl_program_lookup, key);
|
|
|
|
GL_EXTCALL(glDeleteObjectARB(entry->programId));
|
|
if (entry->vshader) list_remove(&entry->vshader_entry);
|
|
if (entry->pshader) list_remove(&entry->pshader_entry);
|
|
HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
|
|
HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
|
|
HeapFree(GetProcessHeap(), 0, entry);
|
|
}
|
|
|
|
static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, semantic *semantics_out, WineD3D_GL_Info *gl_info, DWORD *map) {
|
|
unsigned int i, j;
|
|
DWORD usage_token, usage_token_out;
|
|
DWORD register_token, register_token_out;
|
|
DWORD usage, usage_idx, usage_out, usage_idx_out;
|
|
DWORD *set;
|
|
char reg_mask[6], reg_mask_out[6];
|
|
|
|
set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (GL_LIMITS(glsl_varyings) / 4));
|
|
|
|
for(i = 0; i < MAX_REG_INPUT; i++) {
|
|
usage_token = semantics_in[i].usage;
|
|
if (!usage_token) continue;
|
|
if(map[i] >= (GL_LIMITS(glsl_varyings) / 4)) {
|
|
FIXME("More input varyings declared than supported, expect issues\n");
|
|
continue;
|
|
} else if(map[i] == -1) {
|
|
/* Declared, but not read register */
|
|
continue;
|
|
}
|
|
register_token = semantics_in[i].reg;
|
|
|
|
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
|
|
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
|
|
set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
|
|
|
|
if(!semantics_out) {
|
|
switch(usage) {
|
|
case WINED3DDECLUSAGE_COLOR:
|
|
if (usage_idx == 0)
|
|
shader_addline(buffer, "IN[%u]%s = gl_FrontColor%s;\n",
|
|
map[i], reg_mask, reg_mask);
|
|
else if (usage_idx == 1)
|
|
shader_addline(buffer, "IN[%u]%s = gl_FrontSecondaryColor%s;\n",
|
|
map[i], reg_mask, reg_mask);
|
|
else
|
|
shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
|
map[i], reg_mask, reg_mask);
|
|
break;
|
|
|
|
case WINED3DDECLUSAGE_TEXCOORD:
|
|
if (usage_idx < 8) {
|
|
shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
|
|
map[i], reg_mask, usage_idx, reg_mask);
|
|
} else {
|
|
shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
|
map[i], reg_mask, reg_mask);
|
|
}
|
|
break;
|
|
|
|
case WINED3DDECLUSAGE_FOG:
|
|
shader_addline(buffer, "IN[%u]%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
|
|
map[i], reg_mask, reg_mask);
|
|
break;
|
|
|
|
default:
|
|
shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
|
map[i], reg_mask, reg_mask);
|
|
}
|
|
} else {
|
|
BOOL found = FALSE;
|
|
for(j = 0; j < MAX_REG_OUTPUT; j++) {
|
|
usage_token_out = semantics_out[j].usage;
|
|
if (!usage_token_out) continue;
|
|
register_token_out = semantics_out[j].reg;
|
|
|
|
usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
|
|
usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
|
|
shader_glsl_get_write_mask(register_token_out, reg_mask_out);
|
|
|
|
if(usage == usage_out &&
|
|
usage_idx == usage_idx_out) {
|
|
shader_addline(buffer, "IN[%u]%s = OUT[%u]%s;\n",
|
|
map[i], reg_mask, j, reg_mask);
|
|
found = TRUE;
|
|
}
|
|
}
|
|
if(!found) {
|
|
shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
|
map[i], reg_mask, reg_mask);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* This is solely to make the compiler / linker happy and avoid warning about undefined
|
|
* varyings. It shouldn't result in any real code executed on the GPU, since all read
|
|
* input varyings are assigned above, if the optimizer works properly.
|
|
*/
|
|
for(i = 0; i < GL_LIMITS(glsl_varyings) / 4; i++) {
|
|
if(set[i] != WINED3DSP_WRITEMASK_ALL) {
|
|
unsigned int size = 0;
|
|
memset(reg_mask, 0, sizeof(reg_mask));
|
|
if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
|
|
reg_mask[size] = 'x';
|
|
size++;
|
|
}
|
|
if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
|
|
reg_mask[size] = 'y';
|
|
size++;
|
|
}
|
|
if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
|
|
reg_mask[size] = 'z';
|
|
size++;
|
|
}
|
|
if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
|
|
reg_mask[size] = 'w';
|
|
size++;
|
|
}
|
|
switch(size) {
|
|
case 1:
|
|
shader_addline(buffer, "IN[%u].%s = 0.0;\n", i, reg_mask);
|
|
break;
|
|
case 2:
|
|
shader_addline(buffer, "IN[%u].%s = vec2(0.0, 0.0);\n", i, reg_mask);
|
|
break;
|
|
case 3:
|
|
shader_addline(buffer, "IN[%u].%s = vec3(0.0, 0.0, 0.0);\n", i, reg_mask);
|
|
break;
|
|
case 4:
|
|
shader_addline(buffer, "IN[%u].%s = vec4(0.0, 0.0, 0.0, 0.0);\n", i, reg_mask);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, set);
|
|
}
|
|
|
|
static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
|
|
IWineD3DPixelShader *pixelshader,
|
|
WineD3D_GL_Info *gl_info) {
|
|
GLhandleARB ret = 0;
|
|
IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
|
|
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
|
|
DWORD vs_major = vs ? WINED3DSHADER_VERSION_MAJOR(vs->baseShader.hex_version) : 0;
|
|
DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.hex_version) : 0;
|
|
unsigned int i;
|
|
SHADER_BUFFER buffer;
|
|
DWORD usage_token;
|
|
DWORD register_token;
|
|
DWORD usage, usage_idx, writemask;
|
|
char reg_mask[6];
|
|
semantic *semantics_out, *semantics_in;
|
|
|
|
buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
|
|
buffer.bsize = 0;
|
|
buffer.lineNo = 0;
|
|
buffer.newline = TRUE;
|
|
|
|
if(vs_major < 3 && ps_major < 3) {
|
|
/* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
|
|
* Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
|
|
*/
|
|
if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0) {
|
|
shader_addline(&buffer, "void order_ps_input() {\n");
|
|
for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
|
|
if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
|
|
vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
|
|
shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
|
|
}
|
|
}
|
|
shader_addline(&buffer, "}\n");
|
|
} else {
|
|
shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
|
|
}
|
|
} else if(ps_major < 3 && vs_major >= 3) {
|
|
/* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
|
|
semantics_out = vs->semantics_out;
|
|
|
|
shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
|
|
for(i = 0; i < MAX_REG_OUTPUT; i++) {
|
|
usage_token = semantics_out[i].usage;
|
|
if (!usage_token) continue;
|
|
register_token = semantics_out[i].reg;
|
|
|
|
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
|
|
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
|
|
writemask = shader_glsl_get_write_mask(register_token, reg_mask);
|
|
|
|
switch(usage) {
|
|
case WINED3DDECLUSAGE_COLOR:
|
|
if (usage_idx == 0)
|
|
shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
|
|
else if (usage_idx == 1)
|
|
shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
|
|
break;
|
|
|
|
case WINED3DDECLUSAGE_POSITION:
|
|
shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
|
|
break;
|
|
|
|
case WINED3DDECLUSAGE_TEXCOORD:
|
|
if (usage_idx < 8) {
|
|
if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
|
|
|
|
shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
|
|
usage_idx, reg_mask, i, reg_mask);
|
|
if(!(writemask & WINED3DSP_WRITEMASK_3)) {
|
|
shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WINED3DDECLUSAGE_PSIZE:
|
|
shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
|
|
break;
|
|
|
|
case WINED3DDECLUSAGE_FOG:
|
|
shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
shader_addline(&buffer, "}\n");
|
|
|
|
} else if(ps_major >= 3 && vs_major >= 3) {
|
|
semantics_out = vs->semantics_out;
|
|
semantics_in = ps->semantics_in;
|
|
|
|
/* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
|
|
shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
|
|
shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
|
|
|
|
/* First, sort out position and point size. Those are not passed to the pixel shader */
|
|
for(i = 0; i < MAX_REG_OUTPUT; i++) {
|
|
usage_token = semantics_out[i].usage;
|
|
if (!usage_token) continue;
|
|
register_token = semantics_out[i].reg;
|
|
|
|
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
|
|
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
|
|
shader_glsl_get_write_mask(register_token, reg_mask);
|
|
|
|
switch(usage) {
|
|
case WINED3DDECLUSAGE_POSITION:
|
|
shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
|
|
break;
|
|
|
|
case WINED3DDECLUSAGE_PSIZE:
|
|
shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Then, fix the pixel shader input */
|
|
handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
|
|
|
|
shader_addline(&buffer, "}\n");
|
|
} else if(ps_major >= 3 && vs_major < 3) {
|
|
semantics_in = ps->semantics_in;
|
|
|
|
shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
|
|
shader_addline(&buffer, "void order_ps_input() {\n");
|
|
/* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
|
|
* point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
|
|
* read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
|
|
*/
|
|
handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
|
|
shader_addline(&buffer, "}\n");
|
|
} else {
|
|
ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
|
|
}
|
|
|
|
ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
|
|
checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
|
|
GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
|
|
checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
|
|
GL_EXTCALL(glCompileShaderARB(ret));
|
|
checkGLcall("glCompileShaderARB(ret)");
|
|
|
|
HeapFree(GetProcessHeap(), 0, buffer.buffer);
|
|
return ret;
|
|
}
|
|
|
|
/** Sets the GLSL program ID for the given pixel and vertex shader combination.
|
|
* It sets the programId on the current StateBlock (because it should be called
|
|
* inside of the DrawPrimitive() part of the render loop).
|
|
*
|
|
* If a program for the given combination does not exist, create one, and store
|
|
* the program in the hash table. If it creates a program, it will link the
|
|
* given objects, too.
|
|
*/
|
|
static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
|
IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
|
|
IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
|
|
struct glsl_shader_prog_link *entry = NULL;
|
|
GLhandleARB programId = 0;
|
|
GLhandleARB reorder_shader_id = 0;
|
|
int i;
|
|
char glsl_name[8];
|
|
|
|
GLhandleARB vshader_id = use_vs ? ((IWineD3DBaseShaderImpl*)vshader)->baseShader.prgId : 0;
|
|
GLhandleARB pshader_id = use_ps ? ((IWineD3DBaseShaderImpl*)pshader)->baseShader.prgId : 0;
|
|
entry = get_glsl_program_entry(This, vshader_id, pshader_id);
|
|
if (entry) {
|
|
This->stateBlock->glsl_program = entry;
|
|
return;
|
|
}
|
|
|
|
/* If we get to this point, then no matching program exists, so we create one */
|
|
programId = GL_EXTCALL(glCreateProgramObjectARB());
|
|
TRACE("Created new GLSL shader program %u\n", programId);
|
|
|
|
/* Create the entry */
|
|
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
|
|
entry->programId = programId;
|
|
entry->vshader = vshader_id;
|
|
entry->pshader = pshader_id;
|
|
/* Add the hash table entry */
|
|
add_glsl_program_entry(This, entry);
|
|
|
|
/* Set the current program */
|
|
This->stateBlock->glsl_program = entry;
|
|
|
|
/* Attach GLSL vshader */
|
|
if (vshader_id) {
|
|
int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
|
|
char tmp_name[10];
|
|
|
|
reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
|
|
TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
|
|
GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
|
|
checkGLcall("glAttachObjectARB");
|
|
/* Flag the reorder function for deletion, then it will be freed automatically when the program
|
|
* is destroyed
|
|
*/
|
|
GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
|
|
|
|
TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
|
|
GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
|
|
checkGLcall("glAttachObjectARB");
|
|
|
|
/* Bind vertex attributes to a corresponding index number to match
|
|
* the same index numbers as ARB_vertex_programs (makes loading
|
|
* vertex attributes simpler). With this method, we can use the
|
|
* exact same code to load the attributes later for both ARB and
|
|
* GLSL shaders.
|
|
*
|
|
* We have to do this here because we need to know the Program ID
|
|
* in order to make the bindings work, and it has to be done prior
|
|
* to linking the GLSL program. */
|
|
for (i = 0; i < max_attribs; ++i) {
|
|
if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
|
|
snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
|
|
GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
|
|
}
|
|
}
|
|
checkGLcall("glBindAttribLocationARB");
|
|
|
|
list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
|
|
}
|
|
|
|
/* Attach GLSL pshader */
|
|
if (pshader_id) {
|
|
TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
|
|
GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
|
|
checkGLcall("glAttachObjectARB");
|
|
|
|
list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
|
|
}
|
|
|
|
/* Link the program */
|
|
TRACE("Linking GLSL shader program %u\n", programId);
|
|
GL_EXTCALL(glLinkProgramARB(programId));
|
|
print_glsl_info_log(&GLINFO_LOCATION, programId);
|
|
|
|
entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
|
|
for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
|
|
snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
|
|
entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
|
}
|
|
for (i = 0; i < MAX_CONST_I; ++i) {
|
|
snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
|
|
entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
|
}
|
|
entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
|
|
for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
|
|
snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
|
|
entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
|
}
|
|
for (i = 0; i < MAX_CONST_I; ++i) {
|
|
snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
|
|
entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
|
}
|
|
|
|
entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
|
|
entry->bumpenvmat_location = GL_EXTCALL(glGetUniformLocationARB(programId, "bumpenvmat"));
|
|
entry->luminancescale_location = GL_EXTCALL(glGetUniformLocationARB(programId, "luminancescale"));
|
|
entry->luminanceoffset_location = GL_EXTCALL(glGetUniformLocationARB(programId, "luminanceoffset"));
|
|
entry->srgb_comparison_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_comparison"));
|
|
entry->srgb_mul_low_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_mul_low"));
|
|
entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
|
|
checkGLcall("Find glsl program uniform locations");
|
|
|
|
/* Set the shader to allow uniform loading on it */
|
|
GL_EXTCALL(glUseProgramObjectARB(programId));
|
|
checkGLcall("glUseProgramObjectARB(programId)");
|
|
|
|
/* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
|
|
* that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
|
|
* a pshader with fixed function pipeline is used there are no vertex samplers, and if a
|
|
* vertex shader with fixed function pixel processing is used we make sure that the card
|
|
* supports enough samplers to allow the max number of vertex samplers with all possible
|
|
* fixed function fragment processing setups. So once the program is linked these samplers
|
|
* won't change.
|
|
*/
|
|
if(vshader_id) {
|
|
/* Load vertex shader samplers */
|
|
shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
|
|
}
|
|
if(pshader_id) {
|
|
/* Load pixel shader samplers */
|
|
shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
|
|
}
|
|
}
|
|
|
|
static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
|
|
GLhandleARB program_id;
|
|
GLhandleARB vshader_id, pshader_id;
|
|
const char *blt_vshader[] = {
|
|
"void main(void)\n"
|
|
"{\n"
|
|
" gl_Position = gl_Vertex;\n"
|
|
" gl_FrontColor = vec4(1.0);\n"
|
|
" gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
|
|
" gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
|
|
"}\n"
|
|
};
|
|
|
|
const char *blt_pshader[] = {
|
|
"uniform sampler2D sampler;\n"
|
|
"void main(void)\n"
|
|
"{\n"
|
|
" gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
|
|
"}\n"
|
|
};
|
|
|
|
vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
|
|
GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
|
|
GL_EXTCALL(glCompileShaderARB(vshader_id));
|
|
|
|
pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
|
|
GL_EXTCALL(glShaderSourceARB(pshader_id, 1, blt_pshader, NULL));
|
|
GL_EXTCALL(glCompileShaderARB(pshader_id));
|
|
|
|
program_id = GL_EXTCALL(glCreateProgramObjectARB());
|
|
GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
|
|
GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
|
|
GL_EXTCALL(glLinkProgramARB(program_id));
|
|
|
|
print_glsl_info_log(&GLINFO_LOCATION, program_id);
|
|
|
|
return program_id;
|
|
}
|
|
|
|
static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
|
GLhandleARB program_id = 0;
|
|
|
|
if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
|
|
else This->stateBlock->glsl_program = NULL;
|
|
|
|
program_id = This->stateBlock->glsl_program ? This->stateBlock->glsl_program->programId : 0;
|
|
if (program_id) TRACE("Using GLSL program %u\n", program_id);
|
|
GL_EXTCALL(glUseProgramObjectARB(program_id));
|
|
checkGLcall("glUseProgramObjectARB");
|
|
}
|
|
|
|
static void shader_glsl_select_depth_blt(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
|
static GLhandleARB loc = -1;
|
|
|
|
if (!This->depth_blt_glsl_program_id) {
|
|
This->depth_blt_glsl_program_id = create_glsl_blt_shader(gl_info);
|
|
loc = GL_EXTCALL(glGetUniformLocationARB(This->depth_blt_glsl_program_id, "sampler"));
|
|
}
|
|
|
|
GL_EXTCALL(glUseProgramObjectARB(This->depth_blt_glsl_program_id));
|
|
GL_EXTCALL(glUniform1iARB(loc, 0));
|
|
}
|
|
|
|
static void shader_glsl_destroy_depth_blt(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
|
|
|
if(This->depth_blt_glsl_program_id) {
|
|
GL_EXTCALL(glDeleteObjectARB(This->depth_blt_glsl_program_id));
|
|
This->depth_blt_glsl_program_id = 0;
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_cleanup(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
|
GL_EXTCALL(glUseProgramObjectARB(0));
|
|
}
|
|
|
|
static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
|
|
struct list *linked_programs;
|
|
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
|
|
WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info;
|
|
|
|
/* Note: Do not use QueryInterface here to find out which shader type this is because this code
|
|
* can be called from IWineD3DBaseShader::Release
|
|
*/
|
|
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
|
|
|
|
if(This->baseShader.prgId == 0) return;
|
|
linked_programs = &This->baseShader.linked_programs;
|
|
|
|
TRACE("Deleting linked programs\n");
|
|
if (linked_programs->next) {
|
|
struct glsl_shader_prog_link *entry, *entry2;
|
|
|
|
if(pshader) {
|
|
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
|
|
delete_glsl_program_entry(This->baseShader.device, entry);
|
|
}
|
|
} else {
|
|
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
|
|
delete_glsl_program_entry(This->baseShader.device, entry);
|
|
}
|
|
}
|
|
}
|
|
|
|
TRACE("Deleting shader object %u\n", This->baseShader.prgId);
|
|
GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
|
|
checkGLcall("glDeleteObjectARB");
|
|
This->baseShader.prgId = 0;
|
|
This->baseShader.is_compiled = FALSE;
|
|
}
|
|
|
|
const shader_backend_t glsl_shader_backend = {
|
|
&shader_glsl_select,
|
|
&shader_glsl_select_depth_blt,
|
|
&shader_glsl_destroy_depth_blt,
|
|
&shader_glsl_load_constants,
|
|
&shader_glsl_cleanup,
|
|
&shader_glsl_color_correction,
|
|
&shader_glsl_destroy
|
|
};
|