Sweden-Number/dlls/wined3d/glsl_shader.c

1904 lines
73 KiB
C

/*
* GLSL pixel and vertex shader implementation
*
* Copyright 2006 Jason Green
* Copyright 2006 Henri Verbeet
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include <stdio.h>
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
#define GLINFO_LOCATION (*gl_info)
/** Prints the GLSL info log which will contain error messages if they exist */
void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
int infologLength = 0;
char *infoLog;
GL_EXTCALL(glGetObjectParameterivARB(obj,
GL_OBJECT_INFO_LOG_LENGTH_ARB,
&infologLength));
/* A size of 1 is just a null-terminated string, so the log should be bigger than
* that if there are errors. */
if (infologLength > 1)
{
infoLog = (char *)HeapAlloc(GetProcessHeap(), 0, infologLength);
GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
HeapFree(GetProcessHeap(), 0, infoLog);
}
}
/**
* Loads (pixel shader) samplers
*/
void shader_glsl_load_psamplers(
WineD3D_GL_Info *gl_info,
IWineD3DStateBlock* iface) {
IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
GLhandleARB programId = stateBlock->glsl_program->programId;
GLhandleARB name_loc;
int i;
char sampler_name[20];
for (i=0; i< GL_LIMITS(samplers); ++i) {
if (stateBlock->textures[i] != NULL) {
snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
if (name_loc != -1) {
TRACE_(d3d_shader)("Loading %s for texture %d\n", sampler_name, i);
GL_EXTCALL(glUniform1iARB(name_loc, i));
checkGLcall("glUniform1iARB");
}
}
}
}
/**
* Loads floating point constants (aka uniforms) into the currently set GLSL program.
* When constant_list == NULL, it will load all the constants.
*/
static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
unsigned int max_constants, float* constants, GLhandleARB *constant_locations,
struct list *constant_list) {
local_constant* lconst;
GLhandleARB tmp_loc;
int i;
if (!constant_list) {
if (TRACE_ON(d3d_shader)) {
for (i = 0; i < max_constants; ++i) {
tmp_loc = constant_locations[i];
if (tmp_loc != -1) {
TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
constants[i * 4 + 0], constants[i * 4 + 1],
constants[i * 4 + 2], constants[i * 4 + 3]);
}
}
}
for (i = 0; i < max_constants; ++i) {
tmp_loc = constant_locations[i];
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
}
}
checkGLcall("glUniform4fvARB()");
} else {
constant_entry *constant;
if (TRACE_ON(d3d_shader)) {
LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
i = constant->idx;
tmp_loc = constant_locations[i];
if (tmp_loc != -1) {
TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
constants[i * 4 + 0], constants[i * 4 + 1],
constants[i * 4 + 2], constants[i * 4 + 3]);
}
}
}
LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
i = constant->idx;
tmp_loc = constant_locations[i];
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
}
}
checkGLcall("glUniform4fvARB()");
}
/* Load immediate constants */
if (TRACE_ON(d3d_shader)) {
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
tmp_loc = constant_locations[lconst->idx];
if (tmp_loc != -1) {
GLfloat* values = (GLfloat*)lconst->value;
TRACE("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
values[0], values[1], values[2], values[3]);
}
}
}
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
tmp_loc = constant_locations[lconst->idx];
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value));
}
}
checkGLcall("glUniform4fvARB()");
}
/**
* Loads integer constants (aka uniforms) into the currently set GLSL program.
* When @constants_set == NULL, it will load all the constants.
*/
void shader_glsl_load_constantsI(
IWineD3DBaseShaderImpl* This,
WineD3D_GL_Info *gl_info,
GLhandleARB programId,
unsigned max_constants,
int* constants,
BOOL* constants_set) {
GLhandleARB tmp_loc;
int i;
char tmp_name[8];
char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
const char* prefix = is_pshader? "PI":"VI";
struct list* ptr;
for (i=0; i<max_constants; ++i) {
if (NULL == constants_set || constants_set[i]) {
TRACE("Loading constants %i: %i, %i, %i, %i\n",
i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
/* TODO: Benchmark and see if it would be beneficial to store the
* locations of the constants to avoid looking up each time */
snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4ivARB(tmp_loc, 1, &constants[i*4]));
checkGLcall("glUniform4ivARB");
}
}
}
/* Load immediate constants */
ptr = list_head(&This->baseShader.constantsI);
while (ptr) {
local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
unsigned int idx = lconst->idx;
GLint* values = (GLint*) lconst->value;
TRACE("Loading local constants %i: %i, %i, %i, %i\n", idx,
values[0], values[1], values[2], values[3]);
snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4ivARB(tmp_loc, 1, values));
checkGLcall("glUniform4ivARB");
}
ptr = list_next(&This->baseShader.constantsI, ptr);
}
}
/**
* Loads boolean constants (aka uniforms) into the currently set GLSL program.
* When @constants_set == NULL, it will load all the constants.
*/
void shader_glsl_load_constantsB(
IWineD3DBaseShaderImpl* This,
WineD3D_GL_Info *gl_info,
GLhandleARB programId,
unsigned max_constants,
BOOL* constants,
BOOL* constants_set) {
GLhandleARB tmp_loc;
int i;
char tmp_name[8];
char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
const char* prefix = is_pshader? "PB":"VB";
struct list* ptr;
for (i=0; i<max_constants; ++i) {
if (NULL == constants_set || constants_set[i]) {
TRACE("Loading constants %i: %i;\n", i, constants[i*4]);
/* TODO: Benchmark and see if it would be beneficial to store the
* locations of the constants to avoid looking up each time */
snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i*4]));
checkGLcall("glUniform1ivARB");
}
}
}
/* Load immediate constants */
ptr = list_head(&This->baseShader.constantsB);
while (ptr) {
local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
unsigned int idx = lconst->idx;
GLint* values = (GLint*) lconst->value;
TRACE("Loading local constants %i: %i\n", idx, values[0]);
snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
checkGLcall("glUniform1ivARB");
}
ptr = list_next(&This->baseShader.constantsB, ptr);
}
}
/**
* Loads the app-supplied constants into the currently set GLSL program.
*/
void shader_glsl_load_constants(
IWineD3DDevice* device,
char usePixelShader,
char useVertexShader) {
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
WineD3D_GL_Info *gl_info = &((IWineD3DImpl*) deviceImpl->wineD3D)->gl_info;
GLhandleARB *constant_locations;
struct list *constant_list;
GLhandleARB programId;
if (!stateBlock->glsl_program) {
/* No GLSL program set - nothing to do. */
return;
}
programId = stateBlock->glsl_program->programId;
if (useVertexShader) {
IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
IWineD3DVertexShaderImpl* vshader_impl = (IWineD3DVertexShaderImpl*) vshader;
GLint pos;
IWineD3DVertexDeclarationImpl* vertexDeclaration =
(IWineD3DVertexDeclarationImpl*) vshader_impl->vertexDeclaration;
constant_locations = stateBlock->glsl_program->vuniformF_locations;
constant_list = &stateBlock->set_vconstantsF;
if (NULL != vertexDeclaration && NULL != vertexDeclaration->constants) {
/* Load DirectX 8 float constants/uniforms for vertex shader */
shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
vertexDeclaration->constants, constant_locations, NULL);
}
/* Load DirectX 9 float constants/uniforms for vertex shader */
shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
stateBlock->vertexShaderConstantF, constant_locations, constant_list);
/* Load DirectX 9 integer constants/uniforms for vertex shader */
shader_glsl_load_constantsI(vshader, gl_info, programId, MAX_CONST_I,
stateBlock->vertexShaderConstantI,
stateBlock->set.vertexShaderConstantsI);
/* Load DirectX 9 boolean constants/uniforms for vertex shader */
shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
stateBlock->vertexShaderConstantB,
stateBlock->set.vertexShaderConstantsB);
/* Upload the position fixup params */
pos = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
checkGLcall("glGetUniformLocationARB");
GL_EXTCALL(glUniform4fvARB(pos, 1, &deviceImpl->posFixup[0]));
checkGLcall("glUniform4fvARB");
}
if (usePixelShader) {
IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
constant_locations = stateBlock->glsl_program->puniformF_locations;
constant_list = &stateBlock->set_pconstantsF;
/* Load pixel shader samplers */
shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*) stateBlock);
/* Load DirectX 9 float constants/uniforms for pixel shader */
shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
stateBlock->pixelShaderConstantF, constant_locations, constant_list);
/* Load DirectX 9 integer constants/uniforms for pixel shader */
shader_glsl_load_constantsI(pshader, gl_info, programId, MAX_CONST_I,
stateBlock->pixelShaderConstantI,
stateBlock->set.pixelShaderConstantsI);
/* Load DirectX 9 boolean constants/uniforms for pixel shader */
shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
stateBlock->pixelShaderConstantB,
stateBlock->set.pixelShaderConstantsB);
}
}
/** 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;
int i;
/* 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%lu();\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");
/* 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%lu;\n", prefix, i);
break;
case WINED3DSTT_2D:
shader_addline(buffer, "uniform sampler2D %csampler%lu;\n", prefix, i);
break;
case WINED3DSTT_CUBE:
shader_addline(buffer, "uniform samplerCube %csampler%lu;\n", prefix, i);
break;
case WINED3DSTT_VOLUME:
shader_addline(buffer, "uniform sampler3D %csampler%lu;\n", prefix, i);
break;
default:
shader_addline(buffer, "uniform unsupported_sampler %csampler%lu;\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%lu = gl_TexCoord[%lu];\n", i, i);
}
/* Declare input register temporaries */
for (i=0; i < This->baseShader.limits.packed_input; i++) {
if (reg_maps->packed_input[i])
shader_addline(buffer, "vec4 IN%lu;\n", i);
}
/* Declare output register temporaries */
for (i = 0; i < This->baseShader.limits.packed_output; i++) {
if (reg_maps->packed_output[i])
shader_addline(buffer, "vec4 OUT%lu;\n", i);
}
/* Declare temporary variables */
for(i = 0; i < This->baseShader.limits.temporary; i++) {
if (reg_maps->temporary[i])
shader_addline(buffer, "vec4 R%lu;\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 register aL */
if (reg_maps->loop) {
shader_addline(buffer, "int aL;\n");
shader_addline(buffer, "int tmpInt;\n");
}
/* Temporary variables for matrix operations */
shader_addline(buffer, "vec4 tmp0;\n");
shader_addline(buffer, "vec4 tmp1;\n");
/* Start the main program */
shader_addline(buffer, "void main() {\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_param(
SHADER_OPCODE_ARG* arg,
const DWORD param,
const DWORD addr_token,
BOOL is_input,
char *reg_name,
char *reg_mask,
char *out_str);
/** Used for opcode modifiers - They multiply the result by the specified amount */
static const char* 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) */
};
/** Print the beginning of the generated GLSL string. example: "reg_name.xyzw = vec4("
* Will also change the reg_mask if necessary (not all register types are equal in DX vs GL) */
static void shader_glsl_add_dst(DWORD param, const char* reg_name, char* reg_mask, char* outStr) {
int shift = (param & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
char cast[6];
if ((shader_get_regtype(param) == D3DSPR_RASTOUT)
&& ((param & D3DSP_REGNUM_MASK) != 0)) {
/* gl_FogFragCoord or glPointSize - both floats */
strcpy(cast, "float");
strcpy(reg_mask, "");
} else if (reg_name[0] == 'A') {
/* Address register for vertex shaders (ivec4) */
strcpy(cast, "ivec4");
} else {
/* Everything else should be a 4 component float vector */
strcpy(cast, "vec4");
}
sprintf(outStr, "%s%s = %s%s(", reg_name, reg_mask, shift_glsl_tab[shift], cast);
}
/* 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 == D3DSIO_TEXKILL)
return;
switch (instr & D3DSP_SRCMOD_MASK) {
case D3DSPSM_NONE:
sprintf(out_str, "%s%s", in_reg, in_regswizzle);
break;
case D3DSPSM_NEG:
sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
break;
case D3DSPSM_NOT:
sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
break;
case D3DSPSM_BIAS:
sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
break;
case D3DSPSM_BIASNEG:
sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
break;
case D3DSPSM_SIGN:
sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
break;
case D3DSPSM_SIGNNEG:
sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
break;
case D3DSPSM_COMP:
sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
break;
case D3DSPSM_X2:
sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
break;
case D3DSPSM_X2NEG:
sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
break;
case D3DSPSM_DZ: /* reg1_db = { reg1.r/b, reg1.g/b, ...} The g & a components are undefined, so we'll leave them alone */
sprintf(out_str, "vec4(%s.r / %s.b, %s.g / %s.b, %s.b, %s.a)", in_reg, in_reg, in_reg, in_reg, in_reg, in_reg);
break;
case D3DSPSM_DW:
sprintf(out_str, "vec4(%s.r / %s.a, %s.g / %s.a, %s.b, %s.a)", in_reg, in_reg, in_reg, in_reg, in_reg, in_reg);
break;
case D3DSPSM_ABS:
sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
break;
case D3DSPSM_ABSNEG:
sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
break;
default:
FIXME("Unhandled modifier %u\n", (instr & D3DSP_SRCMOD_MASK));
sprintf(out_str, "%s%s", in_reg, in_regswizzle);
}
}
/** 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 */
const char* hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
DWORD reg = param & D3DSP_REGNUM_MASK;
DWORD regtype = shader_get_regtype(param);
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
WineD3D_GL_Info* gl_info = &((IWineD3DImpl*)deviceImpl->wineD3D)->gl_info;
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
char tmpStr[50];
*is_color = FALSE;
switch (regtype) {
case D3DSPR_TEMP:
sprintf(tmpStr, "R%u", reg);
break;
case D3DSPR_INPUT:
if (pshader) {
/* Pixel shaders >= 3.0 */
if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
sprintf(tmpStr, "IN%u", 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 D3DSPR_CONST:
{
const char* prefix = pshader? "PC":"VC";
/* Relative addressing */
if (param & D3DVS_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 (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
char relStr[100], relReg[50], relMask[6];
shader_glsl_add_param(arg, addr_token, 0, TRUE, relReg, relMask, relStr);
sprintf(tmpStr, "%s[%s + %u]", prefix, relStr, reg);
} else
sprintf(tmpStr, "%s[A0.x + %u]", prefix, reg);
} else
sprintf(tmpStr, "%s[%u]", prefix, reg);
break;
}
case D3DSPR_CONSTINT:
if (pshader)
sprintf(tmpStr, "PI[%u]", reg);
else
sprintf(tmpStr, "VI[%u]", reg);
break;
case D3DSPR_CONSTBOOL:
if (pshader)
sprintf(tmpStr, "PB[%u]", reg);
else
sprintf(tmpStr, "VB[%u]", reg);
break;
case D3DSPR_TEXTURE: /* case D3DSPR_ADDR: */
if (pshader) {
sprintf(tmpStr, "T%u", reg);
} else {
sprintf(tmpStr, "A%u", reg);
}
break;
case D3DSPR_LOOP:
sprintf(tmpStr, "aL");
break;
case D3DSPR_SAMPLER:
if (pshader)
sprintf(tmpStr, "Psampler%u", reg);
else
sprintf(tmpStr, "Vsampler%u", reg);
break;
case D3DSPR_COLOROUT:
if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
sprintf(tmpStr, "gl_FragData[%u]", reg);
if (reg > 0) {
/* TODO: See GL_ARB_draw_buffers */
FIXME("Unsupported write to render target %u\n", reg);
}
} else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
if (reg > 0)
WARN("This OpenGL implementation doesn't support writing to multiple render targets!\n");
else
sprintf(tmpStr, "gl_FragColor");
}
break;
case D3DSPR_RASTOUT:
sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
break;
case D3DSPR_DEPTHOUT:
sprintf(tmpStr, "gl_FragDepth");
break;
case D3DSPR_ATTROUT:
if (reg == 0) {
sprintf(tmpStr, "gl_FrontColor");
} else {
sprintf(tmpStr, "gl_FrontSecondaryColor");
}
break;
case D3DSPR_TEXCRDOUT:
/* Vertex shaders >= 3.0: D3DSPR_OUTPUT */
if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
sprintf(tmpStr, "OUT%u", reg);
else
sprintf(tmpStr, "gl_TexCoord[%u]", reg);
break;
default:
FIXME("Unhandled register name Type(%d)\n", regtype);
sprintf(tmpStr, "unrecognized_register");
break;
}
strcat(regstr, tmpStr);
}
/* Writes the GLSL writemask for the destination register */
static void shader_glsl_get_output_register_swizzle(
const DWORD param,
char *write_mask) {
*write_mask = 0;
if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
strcat(write_mask, ".");
if (param & D3DSP_WRITEMASK_0) strcat(write_mask, "x");
if (param & D3DSP_WRITEMASK_1) strcat(write_mask, "y");
if (param & D3DSP_WRITEMASK_2) strcat(write_mask, "z");
if (param & D3DSP_WRITEMASK_3) strcat(write_mask, "w");
}
}
static void shader_glsl_get_input_register_swizzle(
const DWORD param,
BOOL is_color,
char *reg_mask) {
const char swizzle_reg_chars_color_fix[] = "zyxw";
const char swizzle_reg_chars[] = "xyzw";
const char* swizzle_regs = NULL;
/** operand input */
DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
DWORD swizzle_x = swizzle & 0x03;
DWORD swizzle_y = (swizzle >> 2) & 0x03;
DWORD swizzle_z = (swizzle >> 4) & 0x03;
DWORD swizzle_w = (swizzle >> 6) & 0x03;
if (is_color) {
swizzle_regs = swizzle_reg_chars_color_fix;
} else {
swizzle_regs = swizzle_reg_chars;
}
/**
* swizzle bits fields:
* WWZZYYXX
*/
if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) { /* D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
if (is_color) {
sprintf(reg_mask, ".%c%c%c%c",
swizzle_regs[swizzle_x],
swizzle_regs[swizzle_y],
swizzle_regs[swizzle_z],
swizzle_regs[swizzle_w]);
}
return ;
}
if (swizzle_x == swizzle_y &&
swizzle_x == swizzle_z &&
swizzle_x == swizzle_w)
{
sprintf(reg_mask, ".%c", swizzle_regs[swizzle_x]);
} else {
sprintf(reg_mask, ".%c%c%c%c",
swizzle_regs[swizzle_x],
swizzle_regs[swizzle_y],
swizzle_regs[swizzle_z],
swizzle_regs[swizzle_w]);
}
}
/** 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_param(
SHADER_OPCODE_ARG* arg,
const DWORD param,
const DWORD addr_token,
BOOL is_input,
char *reg_name,
char *reg_mask,
char *out_str) {
BOOL is_color = FALSE;
reg_mask[0] = reg_name[0] = out_str[0] = 0;
shader_glsl_get_register_name(param, addr_token, reg_name, &is_color, arg);
if (is_input) {
shader_glsl_get_input_register_swizzle(param, is_color, reg_mask);
shader_glsl_gen_modifier(param, reg_name, reg_mask, out_str);
} else {
shader_glsl_get_output_register_swizzle(param, reg_mask);
sprintf(out_str, "%s%s", reg_name, reg_mask);
}
}
/** Process GLSL instruction modifiers */
void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
DWORD mask = arg->dst & D3DSP_DSTMOD_MASK;
if (arg->opcode->dst_token && mask != 0) {
char dst_reg[50];
char dst_mask[6];
char dst_str[100];
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
if (mask & D3DSPDM_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_reg, dst_mask, dst_reg, dst_mask);
}
if (mask & D3DSPDM_MSAMPCENTROID) {
FIXME("_centroid modifier not handled\n");
}
if (mask & D3DSPDM_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 "(\?\?)";
}
}
/*****************************************************************************
*
* 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;
char tmpLine[256];
char dst_reg[50], src0_reg[50], src1_reg[50];
char dst_mask[6], src0_mask[6], src1_mask[6];
char dst_str[100], src0_str[100], src1_str[100];
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
strcat(tmpLine, "vec4(");
strcat(tmpLine, src0_str);
strcat(tmpLine, ")");
/* Determine the GLSL operator to use based on the opcode */
switch (curOpcode->opcode) {
case D3DSIO_MUL: strcat(tmpLine, " * "); break;
case D3DSIO_ADD: strcat(tmpLine, " + "); break;
case D3DSIO_SUB: strcat(tmpLine, " - "); break;
default:
FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
break;
}
shader_addline(buffer, "%svec4(%s))%s;\n", tmpLine, src1_str, dst_mask);
}
/* Process the D3DSIO_MOV opcode using GLSL (dst = src) */
void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
SHADER_BUFFER* buffer = arg->buffer;
char tmpLine[256];
char dst_str[100], src0_str[100];
char dst_reg[50], src0_reg[50];
char dst_mask[6], src0_mask[6];
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
shader_addline(buffer, "%s%s)%s;\n", tmpLine, src0_str, dst_mask);
}
/* 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;
char tmpDest[100];
char dst_str[100], src0_str[100], src1_str[100];
char dst_reg[50], src0_reg[50], src1_reg[50];
char dst_mask[6], src0_mask[6], src1_mask[6];
char cast[6];
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpDest);
/* Need to cast the src vectors to vec3 for dp3, and vec4 for dp4 */
if (curOpcode->opcode == D3DSIO_DP4)
strcpy(cast, "vec4(");
else
strcpy(cast, "vec3(");
shader_addline(buffer, "%sdot(%s%s), %s%s)))%s;\n",
tmpDest, cast, src0_str, cast, src1_str, dst_mask);
}
/* 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;
char tmpLine[256];
char dst_str[100], src_str[100];
char dst_reg[50], src_reg[50];
char dst_mask[6], src_mask[6];
unsigned i;
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
/* Determine the GLSL function to use based on the opcode */
/* TODO: Possibly make this a table for faster lookups */
switch (curOpcode->opcode) {
case D3DSIO_MIN: strcat(tmpLine, "min"); break;
case D3DSIO_MAX: strcat(tmpLine, "max"); break;
case D3DSIO_RSQ: strcat(tmpLine, "inversesqrt"); break;
case D3DSIO_ABS: strcat(tmpLine, "abs"); break;
case D3DSIO_FRC: strcat(tmpLine, "fract"); break;
case D3DSIO_POW: strcat(tmpLine, "pow"); break;
case D3DSIO_CRS: strcat(tmpLine, "cross"); break;
case D3DSIO_NRM: strcat(tmpLine, "normalize"); break;
case D3DSIO_LOGP:
case D3DSIO_LOG: strcat(tmpLine, "log2"); break;
case D3DSIO_EXP: strcat(tmpLine, "exp2"); break;
case D3DSIO_SGE: strcat(tmpLine, "greaterThanEqual"); break;
case D3DSIO_SLT: strcat(tmpLine, "lessThan"); break;
case D3DSIO_SGN: strcat(tmpLine, "sign"); break;
default:
FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
break;
}
strcat(tmpLine, "(");
if (curOpcode->num_params > 0) {
strcat(tmpLine, "vec4(");
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src_reg, src_mask, src_str);
strcat(tmpLine, src_str);
strcat(tmpLine, ")");
for (i = 2; i < curOpcode->num_params; ++i) {
strcat(tmpLine, ", vec4(");
shader_glsl_add_param(arg, arg->src[i-1], arg->src_addr[i-1], TRUE, src_reg, src_mask, src_str);
strcat(tmpLine, src_str);
strcat(tmpLine, ")");
}
}
shader_addline(buffer, "%s))%s;\n", tmpLine, dst_mask);
}
/** Process the D3DSIO_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) {
char tmpLine[256];
char dst_str[100], src_str[100];
char dst_reg[50], src_reg[50];
char dst_mask[6], src_mask[6];
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD hex_version = This->baseShader.hex_version;
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src_reg, src_mask, src_str);
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
if (hex_version < D3DPS_VERSION(2,0)) {
shader_addline(arg->buffer, "tmp0.x = vec4(exp2(floor(%s))).x;\n", src_str);
shader_addline(arg->buffer, "tmp0.y = vec4(%s - floor(%s)).y;\n", src_str, src_str);
shader_addline(arg->buffer, "tmp0.z = vec4(exp2(%s)).x;\n", src_str);
shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
shader_addline(arg->buffer, "%svec4(tmp0))%s;\n", tmpLine, dst_mask);
} else {
shader_addline(arg->buffer, "%svec4(exp2(%s)))%s;\n", tmpLine, src_str, dst_mask);
}
}
/** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
char tmpLine[256];
char dst_str[100], src_str[100];
char dst_reg[50], src_reg[50];
char dst_mask[6], src_mask[6];
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src_reg, src_mask, src_str);
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
strcat(tmpLine, "1.0 / ");
shader_addline(arg->buffer, "%s%s)%s;\n", tmpLine, src_str, dst_mask);
}
/** Process signed comparison opcodes in GLSL. */
void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
char tmpLine[256];
char dst_str[100], src0_str[100], src1_str[100];
char dst_reg[50], src0_reg[50], src1_reg[50];
char dst_mask[6], src0_mask[6], src1_mask[6];
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
/* If we are comparing vectors and not scalars, we should process this through map2gl using the GLSL functions. */
if (strlen(src0_mask) != 2) {
shader_glsl_map2gl(arg);
} else {
char compareStr[3];
compareStr[0] = 0;
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
switch (arg->opcode->opcode) {
case D3DSIO_SLT: strcpy(compareStr, "<"); break;
case D3DSIO_SGE: strcpy(compareStr, ">="); break;
default:
FIXME("Can't handle opcode %s\n", arg->opcode->name);
}
shader_addline(arg->buffer, "%s(float(%s) %s float(%s)) ? 1.0 : 0.0)%s;\n",
tmpLine, src0_str, compareStr, src1_str, dst_mask);
}
}
/** Process CMP instruction in GLSL (dst = src0.x > 0.0 ? src1.x : src2.x), per channel */
void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
char tmpLine[256];
char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str);
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
shader_addline(arg->buffer, "%smix(vec4(%s), vec4(%s), vec4(lessThan(vec4(%s), vec4(0.0)))))%s;\n",
tmpLine, src1_str, src2_str, src0_str, dst_mask);
}
/** Process the CND opcode in GLSL (dst = (src0 < 0.5) ? src1 : src2) */
void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) {
char tmpLine[256];
char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str);
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
shader_addline(arg->buffer, "%s(%s < 0.5) ? %s : %s)%s;\n",
tmpLine, src0_str, src1_str, src2_str, dst_mask);
}
/** GLSL code generation for D3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
void shader_glsl_mad(SHADER_OPCODE_ARG* arg) {
char tmpLine[256];
char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str);
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
shader_addline(arg->buffer, "%s(vec4(%s) * vec4(%s)) + vec4(%s))%s;\n",
tmpLine, src0_str, src1_str, src2_str, dst_mask);
}
/** Handles transforming all D3DSIO_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 D3DSIO_M4x4:
nComponents = 4;
tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4];
break;
case D3DSIO_M4x3:
nComponents = 3;
tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4];
break;
case D3DSIO_M3x4:
nComponents = 4;
tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3];
break;
case D3DSIO_M3x3:
nComponents = 3;
tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3];
break;
case D3DSIO_M3x2:
nComponents = 2;
tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3];
break;
default:
break;
}
for (i = 0; i < nComponents; i++) {
tmpArg.dst = ((arg->dst) & ~D3DSP_WRITEMASK_ALL)|(D3DSP_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 * (src1 - src0) + src0)
*/
void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) {
char tmpLine[256];
char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str);
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
shader_addline(arg->buffer, "%s%s + %s * (%s - %s))%s;\n",
tmpLine, src2_str, src0_str, src1_str, src2_str, dst_mask);
}
/** Process the D3DSIO_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) {
char dst_str[100], src0_str[100];
char dst_reg[50], src0_reg[50];
char dst_mask[6], src0_mask[6];
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
shader_addline(arg->buffer,
"%s = vec4(1.0, (%s.x > 0.0 ? %s.x : 0.0), (%s.x > 0.0 ? ((%s.y > 0.0) ? pow(%s.y, clamp(%s.w, -128.0, 128.0)) : 0.0) : 0.0), 1.0)%s;\n",
dst_str, src0_reg, src0_reg, src0_reg, src0_reg, src0_reg, src0_reg, dst_mask);
}
/** Process the D3DSIO_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) {
char dst_str[100], src0_str[100], src1_str[100];
char dst_reg[50], src0_reg[50], src1_reg[50];
char dst_mask[6], src0_mask[6], src1_mask[6];
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
shader_addline(arg->buffer, "%s = vec4(1.0, %s.x * %s.y, %s.z, %s.w)%s;\n",
dst_str, src0_reg, src1_reg, src0_reg, src1_reg, dst_mask);
}
/** Process the D3DSIO_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) {
char dst_str[100], src0_str[100];
char dst_reg[50], src0_reg[50];
char dst_mask[6], src0_mask[6];
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
shader_addline(arg->buffer, "%s = vec4(cos(%s), sin(%s), %s.z, %s.w)%s;\n",
dst_str, src0_str, src0_str, dst_reg, dst_reg, dst_mask);
}
/** Process the D3DSIO_LOOP instruction in GLSL:
* Start a for() loop where src0.y is the initial value of aL,
* increment aL by src0.z for a total of src0.x iterations.
* Need to use a temporary variable for this operation.
*/
void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
char src1_str[100];
char src1_reg[50];
char src1_mask[6];
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
shader_addline(arg->buffer, "for (tmpInt = 0, aL = %s.y; tmpInt < %s.x; tmpInt++, aL += %s.z) {\n",
src1_reg, src1_reg, src1_reg);
}
void shader_glsl_end(SHADER_OPCODE_ARG* arg) {
shader_addline(arg->buffer, "}\n");
}
void shader_glsl_rep(SHADER_OPCODE_ARG* arg) {
char src0_str[100];
char src0_reg[50];
char src0_mask[6];
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
shader_addline(arg->buffer, "for (tmpInt = 0; tmpInt < %s.x; tmpInt++) {\n", src0_reg);
}
void shader_glsl_if(SHADER_OPCODE_ARG* arg) {
char src0_str[100];
char src0_reg[50];
char src0_mask[6];
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
shader_addline(arg->buffer, "if (%s) {\n", src0_str);
}
void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) {
char src0_str[100], src1_str[100];
char src0_reg[50], src1_reg[50];
char src0_mask[6], src1_mask[6];
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
shader_addline(arg->buffer, "if (%s %s %s) {\n",
src0_str, shader_get_comp_op(arg->opcode_token), src1_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");
}
void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) {
char src0_str[100], src1_str[100];
char src0_reg[50], src1_reg[50];
char src0_mask[6], src1_mask[6];
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
shader_addline(arg->buffer, "if (%s %s %s) break;\n",
src0_str, shader_get_comp_op(arg->opcode_token), src1_str);
}
void shader_glsl_label(SHADER_OPCODE_ARG* arg) {
DWORD snum = (arg->src[0]) & D3DSP_REGNUM_MASK;
shader_addline(arg->buffer, "}\n");
shader_addline(arg->buffer, "void subroutine%lu () {\n", snum);
}
void shader_glsl_call(SHADER_OPCODE_ARG* arg) {
DWORD snum = (arg->src[0]) & D3DSP_REGNUM_MASK;
shader_addline(arg->buffer, "subroutine%lu();\n", snum);
}
void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) {
char src1_str[100];
char src1_reg[50];
char src1_mask[6];
DWORD snum = (arg->src[0]) & D3DSP_REGNUM_MASK;
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
shader_addline(arg->buffer, "if (%s) subroutine%lu();\n", src1_str, snum);
}
/*********************************************
* Pixel Shader Specific Code begins here
********************************************/
void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
/* FIXME: Make this work for more than just 2D textures */
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
SHADER_BUFFER* buffer = arg->buffer;
DWORD hex_version = This->baseShader.hex_version;
char dst_str[100], dst_reg[50], dst_mask[6];
char coord_str[100], coord_reg[50], coord_mask[6];
char sampler_str[100], sampler_reg[50], sampler_mask[6];
DWORD reg_dest_code = arg->dst & D3DSP_REGNUM_MASK;
DWORD sampler_code, sampler_type;
/* All versions have a destination register */
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
/* 1.0-1.3: Use destination register as coordinate source.
1.4+: Use provided coordinate source register. */
if (hex_version < D3DPS_VERSION(1,4))
strcpy(coord_reg, dst_reg);
else
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, coord_reg, coord_mask, coord_str);
/* 1.0-1.4: Use destination register as coordinate source.
* 2.0+: Use provided coordinate source register. */
if (hex_version < D3DPS_VERSION(2,0)) {
sprintf(sampler_str, "Psampler%u", reg_dest_code);
sampler_code = reg_dest_code;
}
else {
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, sampler_reg, sampler_mask, sampler_str);
sampler_code = arg->src[1] & D3DSP_REGNUM_MASK;
}
sampler_type = arg->reg_maps->samplers[sampler_code] & WINED3DSP_TEXTURETYPE_MASK;
if(deviceImpl->stateBlock->textureState[sampler_code][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED) {
switch(sampler_type) {
case WINED3DSTT_2D:
shader_addline(buffer, "%s = texture2DProj(%s, %s);\n", dst_str, sampler_str, coord_reg);
break;
case WINED3DSTT_CUBE:
shader_addline(buffer, "%s = textureCubeProj(%s, %s);\n", dst_str, sampler_str, coord_reg);
break;
case WINED3DSTT_VOLUME:
shader_addline(buffer, "%s = texture3DProj(%s, %s);\n", dst_str, sampler_str, coord_reg);
break;
default:
shader_addline(buffer, "%s = unrecognized_stype(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
break;
}
} else {
switch(sampler_type) {
case WINED3DSTT_2D:
shader_addline(buffer, "%s = texture2D(%s, %s.st);\n", dst_str, sampler_str, coord_reg);
break;
case WINED3DSTT_CUBE:
shader_addline(buffer, "%s = textureCube(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
break;
case WINED3DSTT_VOLUME:
shader_addline(buffer, "%s = texture3D(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
break;
default:
shader_addline(buffer, "%s = unrecognized_stype(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
break;
}
}
}
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;
char tmpStr[100];
char tmpReg[50];
char tmpMask[6];
tmpReg[0] = 0;
shader_glsl_add_param(arg, arg->dst, 0, FALSE, tmpReg, tmpMask, tmpStr);
if (hex_version != D3DPS_VERSION(1,4)) {
DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
shader_addline(buffer, "%s = clamp(gl_TexCoord[%u], 0.0, 1.0);\n", tmpReg, reg);
} else {
DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK;
shader_addline(buffer, "%s = gl_TexCoord[%u]%s;\n", tmpStr, reg2, tmpMask);
}
}
/** Process the D3DSIO_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) {
DWORD dstreg = arg->dst & D3DSP_REGNUM_MASK;
char src0_str[100], dst_str[100];
char src0_name[50], dst_name[50];
char src0_mask[6], dst_mask[6];
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_name, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
shader_addline(arg->buffer, "tmp0.x = dot(vec3(gl_TexCoord[%u]), vec3(%s));\n", dstreg, src0_str);
shader_addline(arg->buffer, "%s = vec4(texture1D(Psampler%u, tmp0.x))%s;\n", dst_str, dstreg, dst_mask);
}
/** Process the D3DSIO_TEXDP3 instruction in GLSL:
* Take a 3-component dot product of the TexCoord[dstreg] and src. */
void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) {
DWORD dstreg = arg->dst & D3DSP_REGNUM_MASK;
char src0_str[100], dst_str[100];
char src0_name[50], dst_name[50];
char src0_mask[6], dst_mask[6];
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_name, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
shader_addline(arg->buffer, "%s = vec4(dot(vec3(T%u), vec3(%s)))%s;\n",
dst_str, dstreg, src0_str, dst_mask);
}
/** Process the D3DSIO_TEXDEPTH instruction in GLSL:
* Calculate the depth as dst.x / dst.y */
void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) {
char dst_str[100];
char dst_reg[50];
char dst_mask[6];
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
shader_addline(arg->buffer, "gl_FragDepth = %s.x / %s.y;\n", dst_reg, dst_reg);
}
/** Process the D3DSIO_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 dstreg = arg->dst & D3DSP_REGNUM_MASK;
char src0_str[100], dst_str[100];
char src0_name[50], dst_name[50];
char src0_mask[6], dst_mask[6];
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_name, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
shader_addline(arg->buffer, "tmp0.y = dot(vec3(T%u), vec3(%s));\n", dstreg, src0_str);
shader_addline(arg->buffer, "gl_FragDepth = vec4((tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y)%s;\n", dst_str, dst_name);
}
/** Process the D3DSIO_TEXM3X2PAD instruction in GLSL
* Calculate the 1st of a 2-row matrix multiplication. */
void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) {
DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
char src0_str[100];
char src0_name[50];
char src0_mask[6];
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
shader_addline(buffer, "tmp0.x = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
}
/** Process the D3DSIO_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 reg = arg->dst & D3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
char src0_str[100];
char src0_name[50];
char src0_mask[6];
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
shader_addline(buffer, "tmp0.%c = dot(vec3(T%u), vec3(%s));\n", 'x' + current_state->current_row, reg, src0_str);
current_state->texcoord_w[current_state->current_row++] = reg;
}
void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
/* FIXME: Make this work for more than just 2D textures */
DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
char src0_str[100];
char src0_name[50];
char src0_mask[6];
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
shader_addline(buffer, "tmp0.y = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
shader_addline(buffer, "T%u = texture2D(Psampler%u, tmp0.st);\n", reg, reg);
}
/** Process the D3DSIO_TEXM3X3TEX instruction in GLSL
* Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculate coordinates */
void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
char src0_str[100];
char src0_name[50];
char src0_mask[6];
char dimensions[5];
DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
DWORD src0_regnum = arg->src[0] & D3DSP_REGNUM_MASK;
DWORD stype = arg->reg_maps->samplers[src0_regnum] & WINED3DSP_TEXTURETYPE_MASK;
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
switch (stype) {
case WINED3DSTT_2D: strcpy(dimensions, "2D"); break;
case WINED3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
case WINED3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
default:
strcpy(dimensions, "");
FIXME("Unrecognized sampler type: %#x\n", stype);
break;
}
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
shader_addline(arg->buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
shader_addline(arg->buffer, "T%u = texture%s(Psampler%u, tmp0.%s);\n",
reg, dimensions, reg, (stype == WINED3DSTT_2D) ? "xy" : "xyz");
current_state->current_row = 0;
}
/** Process the D3DSIO_TEXM3X3 instruction in GLSL
* Perform the 3rd row of a 3x3 matrix multiply */
void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) {
char src0_str[100];
char src0_name[50];
char src0_mask[6];
DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
shader_addline(arg->buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
shader_addline(arg->buffer, "T%u = vec4(tmp0.x, tmp0.y, tmp0.z, 1.0);\n", reg);
current_state->current_row = 0;
}
/** Process the D3DSIO_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 & D3DSP_REGNUM_MASK;
char dimensions[5];
char src0_str[100], src0_name[50], src0_mask[6];
char src1_str[100], src1_name[50], src1_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;
switch (stype) {
case WINED3DSTT_2D: strcpy(dimensions, "2D"); break;
case WINED3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
case WINED3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
default:
strcpy(dimensions, "");
FIXME("Unrecognized sampler type: %#x\n", stype);
break;
}
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_name, src1_mask, src1_str);
/* Perform the last matrix multiply operation */
shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
/* Calculate reflection vector */
shader_addline(buffer, "tmp0.xyz = reflect(-vec3(%s), vec3(tmp0));\n", src1_str);
/* Sample the texture */
shader_addline(buffer, "T%u = texture%s(Psampler%u, tmp0.%s);\n",
reg, dimensions, reg, (stype == WINED3DSTT_2D) ? "xy" : "xyz");
current_state->current_row = 0;
}
/** Process the D3DSIO_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 & D3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
char src0_str[100], src0_name[50], src0_mask[6];
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
/* Perform the last matrix multiply operation */
shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
/* Construct the eye-ray vector from w coordinates */
shader_addline(buffer, "tmp1.x = gl_TexCoord[%u].w;\n", current_state->texcoord_w[0]);
shader_addline(buffer, "tmp1.y = gl_TexCoord[%u].w;\n", current_state->texcoord_w[1]);
shader_addline(buffer, "tmp1.z = gl_TexCoord[%u].w;\n", reg);
/* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
shader_addline(buffer, "tmp0.x = dot(vec3(tmp0), vec3(tmp1));\n");
shader_addline(buffer, "tmp0 = tmp0.w * tmp0;\n");
shader_addline(buffer, "tmp0 = (2.0 * tmp0) - tmp1;\n");
/* FIXME:
* We don't really know if a Cube or a Volume texture is being sampled, but since Cube textures
* are used more commonly, we'll default to that.
* We probably need to push back the pixel shader generation code until drawPrimitive() for
* shader versions < 2.0, since that's the only time we can guarantee that we're sampling
* the correct type of texture because we can lookup what textures are bound at that point.
*/
shader_addline(buffer, "T%u = textureCube(Psampler%u, tmp0.xyz);\n", reg, reg);
current_state->current_row = 0;
}
/** Process the D3DSIO_TEXBEM instruction in GLSL.
* Apply a fake bump map transform.
* FIXME: Should apply the BUMPMAPENV matrix. For now, just sample the texture */
void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
DWORD reg1 = arg->dst & D3DSP_REGNUM_MASK;
DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK;
FIXME("Not applying the BUMPMAPENV matrix for pixel shader instruction texbem.\n");
shader_addline(arg->buffer, "T%u = texture2D(Psampler%u, gl_TexCoord[%u].xy + T%u.xy);\n",
reg1, reg1, reg1, reg2);
}
/** Process the D3DSIO_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) {
char tmpLine[255];
char dst_str[100], src0_str[100];
char dst_reg[50], src0_reg[50];
char dst_mask[6], src0_mask[6];
DWORD src0_regnum = arg->src[0] & D3DSP_REGNUM_MASK;
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
shader_addline(arg->buffer, "%stexture2D(Psampler%u, %s.yz))%s;\n",
tmpLine, src0_regnum, dst_reg, dst_mask);
}
/** Process the D3DSIO_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) {
char tmpLine[255];
char dst_str[100], src0_str[100];
char dst_reg[50], src0_reg[50];
char dst_mask[6], src0_mask[6];
DWORD src0_regnum = arg->src[0] & D3DSP_REGNUM_MASK;
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
shader_addline(arg->buffer, "%stexture2D(Psampler%u, %s.yz))%s;\n",
tmpLine, src0_regnum, dst_reg, dst_mask);
}
/** Process the D3DSIO_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) {
char tmpLine[255];
char dst_str[100], src0_str[100];
char dst_reg[50], src0_reg[50];
char dst_mask[6], src0_mask[6];
char dimensions[5];
DWORD src0_regnum = arg->src[0] & D3DSP_REGNUM_MASK;
DWORD stype = arg->reg_maps->samplers[src0_regnum] & WINED3DSP_TEXTURETYPE_MASK;
switch (stype) {
case WINED3DSTT_2D: strcpy(dimensions, "2D"); break;
case WINED3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
case WINED3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
default:
strcpy(dimensions, "");
FIXME("Unrecognized sampler type: %#x\n", stype);
break;
}
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
shader_addline(arg->buffer, "%stexture%s(Psampler%u, %s.%s))%s;\n",
tmpLine, dimensions, src0_regnum, dst_reg, (stype == WINED3DSTT_2D) ? "xy" : "xyz", dst_mask);
}
/** Process the D3DSIO_TEXKILL instruction in GLSL.
* If any of the first 3 components are < 0, discard this pixel */
void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) {
char dst_str[100], dst_name[50], dst_mask[6];
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_name, dst_mask, dst_str);
shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_name);
}
/** Process the D3DSIO_DP2ADD instruction in GLSL.
* dst = dot2(src0, src1) + src2 */
void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) {
char tmpLine[256];
char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str);
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
shader_addline(arg->buffer, "%sdot(vec2(%s), vec2(%s)) + %s)%s;\n",
tmpLine, src0_str, src1_str, src2_str, dst_mask);
}
void pshader_glsl_input_pack(
SHADER_BUFFER* buffer,
semantic* semantics_in) {
unsigned int i;
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 & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
shader_glsl_get_output_register_swizzle(register_token, reg_mask);
switch(usage) {
case D3DDECLUSAGE_COLOR:
if (usage_idx == 0)
shader_addline(buffer, "IN%u%s = vec4(gl_Color)%s;\n",
i, reg_mask, reg_mask);
else if (usage_idx == 1)
shader_addline(buffer, "IN%u%s = vec4(gl_SecondaryColor)%s;\n",
i, reg_mask, reg_mask);
else
shader_addline(buffer, "IN%u%s = vec4(unsupported_color_input)%s;\n",
i, reg_mask, reg_mask);
break;
case D3DDECLUSAGE_TEXCOORD:
shader_addline(buffer, "IN%u%s = vec4(gl_TexCoord[%u])%s;\n",
i, reg_mask, usage_idx, reg_mask );
break;
case D3DDECLUSAGE_FOG:
shader_addline(buffer, "IN%u%s = vec4(gl_FogFragCoord)%s;\n",
i, reg_mask, reg_mask);
break;
default:
shader_addline(buffer, "IN%u%s = vec4(unsupported_input)%s;\n",
i, reg_mask, reg_mask);
}
}
}
/*********************************************
* Vertex Shader Specific Code begins here
********************************************/
void vshader_glsl_output_unpack(
SHADER_BUFFER* buffer,
semantic* semantics_out) {
unsigned int i;
for (i = 0; i < MAX_REG_OUTPUT; i++) {
DWORD usage_token = semantics_out[i].usage;
DWORD register_token = semantics_out[i].reg;
DWORD usage, usage_idx;
char reg_mask[6];
/* Uninitialized */
if (!usage_token) continue;
usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
shader_glsl_get_output_register_swizzle(register_token, reg_mask);
switch(usage) {
case D3DDECLUSAGE_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);
else
shader_addline(buffer, "unsupported_color_output%s = OUT%u%s;\n", reg_mask, i, reg_mask);
break;
case D3DDECLUSAGE_POSITION:
shader_addline(buffer, "gl_Position%s = OUT%u%s;\n", reg_mask, i, reg_mask);
break;
case D3DDECLUSAGE_TEXCOORD:
shader_addline(buffer, "gl_TexCoord[%u]%s = OUT%u%s;\n",
usage_idx, reg_mask, i, reg_mask);
break;
case WINED3DSHADERDECLUSAGE_PSIZE:
shader_addline(buffer, "gl_PointSize = OUT%u.x;\n", i);
break;
case WINED3DSHADERDECLUSAGE_FOG:
shader_addline(buffer, "gl_FogFragCoord%s = OUT%u%s;\n", reg_mask, i, reg_mask);
break;
default:
shader_addline(buffer, "unsupported_output%s = OUT%u%s;\n", reg_mask, i, reg_mask);
}
}
}