586 lines
30 KiB
C
586 lines
30 KiB
C
/*
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* shaders implementation
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*
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* Copyright 2002-2003 Jason Edmeades
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006 Ivan Gyurdiev
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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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#include "config.h"
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#include <math.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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#define GLINFO_LOCATION ((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info
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#if 0 /* Must not be 1 in cvs version */
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# define PSTRACE(A) TRACE A
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# define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
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#else
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# define PSTRACE(A)
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# define TRACE_VSVECTOR(name)
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#endif
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#define GLNAME_REQUIRE_GLSL ((const char *)1)
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/* *******************************************
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IWineD3DPixelShader IUnknown parts follow
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******************************************* */
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static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DBaseShader)
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|| IsEqualGUID(riid, &IID_IWineD3DPixelShader)) {
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IUnknown_AddRef(iface);
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*ppobj = This;
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return S_OK;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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TRACE("(%p) : AddRef increasing from %d\n", This, This->ref);
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return InterlockedIncrement(&This->ref);
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}
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static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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ULONG ref;
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TRACE("(%p) : Releasing from %d\n", This, This->ref);
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ref = InterlockedDecrement(&This->ref);
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if (ref == 0) {
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/* SetPixelShader does not AddRef. If the bound pixel shader is destroyed, the pointer in the stateblock remains
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* unchanged. Drawing again will most likely crash, even on windows. A problem can occur if the application creates
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* a new pixel shader which resides at the same address. Then SetPixelShader will think it is a NOP change, and won't
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* dirtify the state.
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*
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* Do NOT call GetPixelShader here. This will addRef and cause a recursion. And do NOT set the pixel shader to NULL,
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* Windows does not do that(Although no test exists since they'd crash randomly)
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*/
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if(iface == ((IWineD3DDeviceImpl *) This->baseShader.device)->stateBlock->pixelShader) {
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IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *) This->baseShader.device, STATE_PIXELSHADER);
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}
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if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
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struct list *linked_programs = &This->baseShader.linked_programs;
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TRACE("Deleting linked programs\n");
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if (linked_programs->next) {
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struct glsl_shader_prog_link *entry, *entry2;
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LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
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delete_glsl_program_entry(This->baseShader.device, entry);
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}
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}
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TRACE("Deleting shader object %u\n", This->baseShader.prgId);
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GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
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checkGLcall("glDeleteObjectARB");
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}
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shader_delete_constant_list(&This->baseShader.constantsF);
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shader_delete_constant_list(&This->baseShader.constantsB);
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shader_delete_constant_list(&This->baseShader.constantsI);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* *******************************************
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IWineD3DPixelShader IWineD3DPixelShader parts follow
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******************************************* */
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static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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*parent = This->parent;
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IUnknown_AddRef(*parent);
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TRACE("(%p) : returning %p\n", This, *parent);
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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IWineD3DDevice_AddRef(This->baseShader.device);
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*pDevice = This->baseShader.device;
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TRACE("(%p) returning %p\n", This, *pDevice);
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
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TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
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if (NULL == pData) {
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*pSizeOfData = This->baseShader.functionLength;
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return WINED3D_OK;
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}
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if (*pSizeOfData < This->baseShader.functionLength) {
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/* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
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* than the required size we should write the required size and
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* return D3DERR_MOREDATA. That's not actually true. */
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return WINED3DERR_INVALIDCALL;
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}
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if (NULL == This->baseShader.function) { /* no function defined */
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TRACE("(%p) : GetFunction no User Function defined using NULL to %p\n", This, pData);
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(*(DWORD **) pData) = NULL;
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} else {
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if (This->baseShader.functionLength == 0) {
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}
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TRACE("(%p) : GetFunction copying to %p\n", This, pData);
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memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
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}
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return WINED3D_OK;
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}
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CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
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/* Arithmethic */
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{WINED3DSIO_NOP, "nop", "NOP", 0, 0, pshader_hw_map2gl, NULL, 0, 0},
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{WINED3DSIO_MOV, "mov", "MOV", 1, 2, pshader_hw_map2gl, shader_glsl_mov, 0, 0},
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{WINED3DSIO_ADD, "add", "ADD", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
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{WINED3DSIO_SUB, "sub", "SUB", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
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{WINED3DSIO_MAD, "mad", "MAD", 1, 4, pshader_hw_map2gl, shader_glsl_mad, 0, 0},
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{WINED3DSIO_MUL, "mul", "MUL", 1, 3, pshader_hw_map2gl, shader_glsl_arith, 0, 0},
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{WINED3DSIO_RCP, "rcp", "RCP", 1, 2, pshader_hw_map2gl, shader_glsl_rcp, 0, 0},
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{WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
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{WINED3DSIO_DP3, "dp3", "DP3", 1, 3, pshader_hw_map2gl, shader_glsl_dot, 0, 0},
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{WINED3DSIO_DP4, "dp4", "DP4", 1, 3, pshader_hw_map2gl, shader_glsl_dot, 0, 0},
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{WINED3DSIO_MIN, "min", "MIN", 1, 3, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
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{WINED3DSIO_MAX, "max", "MAX", 1, 3, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
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{WINED3DSIO_SLT, "slt", "SLT", 1, 3, pshader_hw_map2gl, shader_glsl_compare, 0, 0},
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{WINED3DSIO_SGE, "sge", "SGE", 1, 3, pshader_hw_map2gl, shader_glsl_compare, 0, 0},
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{WINED3DSIO_ABS, "abs", "ABS", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
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{WINED3DSIO_EXP, "exp", "EX2", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
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{WINED3DSIO_LOG, "log", "LG2", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
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{WINED3DSIO_EXPP, "expp", "EXP", 1, 2, pshader_hw_map2gl, shader_glsl_expp, 0, 0},
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{WINED3DSIO_LOGP, "logp", "LOG", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
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{WINED3DSIO_DST, "dst", "DST", 1, 3, pshader_hw_map2gl, shader_glsl_dst, 0, 0},
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{WINED3DSIO_LRP, "lrp", "LRP", 1, 4, pshader_hw_map2gl, shader_glsl_lrp, 0, 0},
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{WINED3DSIO_FRC, "frc", "FRC", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
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{WINED3DSIO_CND, "cnd", NULL, 1, 4, pshader_hw_cnd, shader_glsl_cnd, WINED3DPS_VERSION(1,1), WINED3DPS_VERSION(1,4)},
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{WINED3DSIO_CMP, "cmp", NULL, 1, 4, pshader_hw_cmp, shader_glsl_cmp, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
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{WINED3DSIO_POW, "pow", "POW", 1, 3, NULL, shader_glsl_pow, 0, 0},
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{WINED3DSIO_CRS, "crs", "XPS", 1, 3, NULL, shader_glsl_cross, 0, 0},
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/* TODO: xyz normalise can be performed as VS_ARB using one temporary register,
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DP3 tmp , vec, vec;
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RSQ tmp, tmp.x;
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MUL vec.xyz, vec, tmp;
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but I think this is better because it accounts for w properly.
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DP3 tmp , vec, vec;
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RSQ tmp, tmp.x;
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MUL vec, vec, tmp;
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*/
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{WINED3DSIO_NRM, "nrm", NULL, 1, 2, NULL, shader_glsl_map2gl, 0, 0},
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{WINED3DSIO_SINCOS, "sincos", NULL, 1, 4, NULL, shader_glsl_sincos, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
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{WINED3DSIO_SINCOS, "sincos", NULL, 1, 2, NULL, shader_glsl_sincos, WINED3DPS_VERSION(3,0), -1},
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/* TODO: dp2add can be made out of multiple instuctions */
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{WINED3DSIO_DP2ADD, "dp2add", GLNAME_REQUIRE_GLSL, 1, 4, NULL, pshader_glsl_dp2add, WINED3DPS_VERSION(2,0), -1},
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/* Matrix */
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{WINED3DSIO_M4x4, "m4x4", "undefined", 1, 3, NULL, shader_glsl_mnxn, 0, 0},
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{WINED3DSIO_M4x3, "m4x3", "undefined", 1, 3, NULL, shader_glsl_mnxn, 0, 0},
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{WINED3DSIO_M3x4, "m3x4", "undefined", 1, 3, NULL, shader_glsl_mnxn, 0, 0},
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{WINED3DSIO_M3x3, "m3x3", "undefined", 1, 3, NULL, shader_glsl_mnxn, 0, 0},
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{WINED3DSIO_M3x2, "m3x2", "undefined", 1, 3, NULL, shader_glsl_mnxn, 0, 0},
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/* Register declarations */
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{WINED3DSIO_DCL, "dcl", NULL, 0, 2, NULL, NULL, 0, 0},
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/* Flow control - requires GLSL or software shaders */
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{WINED3DSIO_REP , "rep", NULL, 0, 1, NULL, shader_glsl_rep, WINED3DPS_VERSION(2,1), -1},
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{WINED3DSIO_ENDREP, "endrep", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(2,1), -1},
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{WINED3DSIO_IF, "if", NULL, 0, 1, NULL, shader_glsl_if, WINED3DPS_VERSION(2,1), -1},
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{WINED3DSIO_IFC, "ifc", NULL, 0, 2, NULL, shader_glsl_ifc, WINED3DPS_VERSION(2,1), -1},
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{WINED3DSIO_ELSE, "else", NULL, 0, 0, NULL, shader_glsl_else, WINED3DPS_VERSION(2,1), -1},
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{WINED3DSIO_ENDIF, "endif", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(2,1), -1},
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{WINED3DSIO_BREAK, "break", NULL, 0, 0, NULL, shader_glsl_break, WINED3DPS_VERSION(2,1), -1},
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{WINED3DSIO_BREAKC, "breakc", NULL, 0, 2, NULL, shader_glsl_breakc, WINED3DPS_VERSION(2,1), -1},
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{WINED3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 0, 1, NULL, NULL, 0, 0},
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{WINED3DSIO_CALL, "call", NULL, 0, 1, NULL, shader_glsl_call, WINED3DPS_VERSION(2,1), -1},
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{WINED3DSIO_CALLNZ, "callnz", NULL, 0, 2, NULL, shader_glsl_callnz, WINED3DPS_VERSION(2,1), -1},
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{WINED3DSIO_LOOP, "loop", NULL, 0, 2, NULL, shader_glsl_loop, WINED3DPS_VERSION(3,0), -1},
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{WINED3DSIO_RET, "ret", NULL, 0, 0, NULL, NULL, WINED3DPS_VERSION(2,1), -1},
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{WINED3DSIO_ENDLOOP, "endloop", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(3,0), -1},
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{WINED3DSIO_LABEL, "label", NULL, 0, 1, NULL, shader_glsl_label, WINED3DPS_VERSION(2,1), -1},
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/* Constant definitions */
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{WINED3DSIO_DEF, "def", "undefined", 1, 5, NULL, NULL, 0, 0},
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{WINED3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0},
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{WINED3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, 0, 0},
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/* Texture */
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{WINED3DSIO_TEXCOORD, "texcoord", "undefined", 1, 1, pshader_hw_texcoord, pshader_glsl_texcoord, 0, WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXCOORD, "texcrd", "undefined", 1, 2, pshader_hw_texcoord, pshader_glsl_texcoord, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
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{WINED3DSIO_TEXKILL, "texkill", "KIL", 1, 1, pshader_hw_map2gl, pshader_glsl_texkill, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
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{WINED3DSIO_TEX, "tex", "undefined", 1, 1, pshader_hw_tex, pshader_glsl_tex, 0, WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEX, "texld", "undefined", 1, 2, pshader_hw_tex, pshader_glsl_tex, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
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{WINED3DSIO_TEX, "texld", "undefined", 1, 3, pshader_hw_tex, pshader_glsl_tex, WINED3DPS_VERSION(2,0), -1},
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{WINED3DSIO_TEXBEM, "texbem", "undefined", 1, 2, pshader_hw_texbem, pshader_glsl_texbem, 0, WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXREG2AR,"texreg2ar","undefined", 1, 2, pshader_hw_texreg2ar, pshader_glsl_texreg2ar, WINED3DPS_VERSION(1,1), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXREG2GB,"texreg2gb","undefined", 1, 2, pshader_hw_texreg2gb, pshader_glsl_texreg2gb, WINED3DPS_VERSION(1,1), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXREG2RGB, "texreg2rgb", GLNAME_REQUIRE_GLSL, 1, 2, NULL, pshader_glsl_texreg2rgb, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXM3x2PAD, "texm3x2pad", "undefined", 1, 2, pshader_hw_texm3x2pad, pshader_glsl_texm3x2pad, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXM3x2TEX, "texm3x2tex", "undefined", 1, 2, pshader_hw_texm3x2tex, pshader_glsl_texm3x2tex, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXM3x3PAD, "texm3x3pad", "undefined", 1, 2, pshader_hw_texm3x3pad, pshader_glsl_texm3x3pad, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXM3x3DIFF, "texm3x3diff", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
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{WINED3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 1, 3, pshader_hw_texm3x3spec, pshader_glsl_texm3x3spec, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", "undefined", 1, 2, pshader_hw_texm3x3vspec, pshader_glsl_texm3x3vspec, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 1, 2, pshader_hw_texm3x3tex, pshader_glsl_texm3x3tex, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXDP3TEX, "texdp3tex", GLNAME_REQUIRE_GLSL, 1, 2, NULL, pshader_glsl_texdp3tex, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 1, 2, NULL, pshader_glsl_texm3x2depth, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXDP3, "texdp3", GLNAME_REQUIRE_GLSL, 1, 2, NULL, pshader_glsl_texdp3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXM3x3, "texm3x3", GLNAME_REQUIRE_GLSL, 1, 2, NULL, pshader_glsl_texm3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXDEPTH, "texdepth", GLNAME_REQUIRE_GLSL, 1, 1, NULL, pshader_glsl_texdepth, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
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{WINED3DSIO_BEM, "bem", "undefined", 1, 3, pshader_hw_bem, pshader_glsl_bem, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
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{WINED3DSIO_DSX, "dsx", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0},
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{WINED3DSIO_DSY, "dsy", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0},
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{WINED3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, WINED3DPS_VERSION(2,1), -1},
|
|
{WINED3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, NULL, NULL, 0, 0},
|
|
{WINED3DSIO_TEXLDL, "texldl", GLNAME_REQUIRE_GLSL, 1, 3, NULL, NULL, 0, 0},
|
|
{WINED3DSIO_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, 0, NULL, NULL, 0, 0},
|
|
{0, NULL, NULL, 0, 0, NULL, NULL, 0, 0}
|
|
};
|
|
|
|
static void pshader_set_limits(
|
|
IWineD3DPixelShaderImpl *This) {
|
|
|
|
This->baseShader.limits.attributes = 0;
|
|
This->baseShader.limits.address = 0;
|
|
This->baseShader.limits.packed_output = 0;
|
|
|
|
switch (This->baseShader.hex_version) {
|
|
case WINED3DPS_VERSION(1,0):
|
|
case WINED3DPS_VERSION(1,1):
|
|
case WINED3DPS_VERSION(1,2):
|
|
case WINED3DPS_VERSION(1,3):
|
|
This->baseShader.limits.temporary = 2;
|
|
This->baseShader.limits.constant_float = 8;
|
|
This->baseShader.limits.constant_int = 0;
|
|
This->baseShader.limits.constant_bool = 0;
|
|
This->baseShader.limits.texcoord = 4;
|
|
This->baseShader.limits.sampler = 4;
|
|
This->baseShader.limits.packed_input = 0;
|
|
This->baseShader.limits.label = 0;
|
|
break;
|
|
|
|
case WINED3DPS_VERSION(1,4):
|
|
This->baseShader.limits.temporary = 6;
|
|
This->baseShader.limits.constant_float = 8;
|
|
This->baseShader.limits.constant_int = 0;
|
|
This->baseShader.limits.constant_bool = 0;
|
|
This->baseShader.limits.texcoord = 6;
|
|
This->baseShader.limits.sampler = 6;
|
|
This->baseShader.limits.packed_input = 0;
|
|
This->baseShader.limits.label = 0;
|
|
break;
|
|
|
|
/* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
|
|
case WINED3DPS_VERSION(2,0):
|
|
This->baseShader.limits.temporary = 32;
|
|
This->baseShader.limits.constant_float = 32;
|
|
This->baseShader.limits.constant_int = 16;
|
|
This->baseShader.limits.constant_bool = 16;
|
|
This->baseShader.limits.texcoord = 8;
|
|
This->baseShader.limits.sampler = 16;
|
|
This->baseShader.limits.packed_input = 0;
|
|
break;
|
|
|
|
case WINED3DPS_VERSION(2,1):
|
|
This->baseShader.limits.temporary = 32;
|
|
This->baseShader.limits.constant_float = 32;
|
|
This->baseShader.limits.constant_int = 16;
|
|
This->baseShader.limits.constant_bool = 16;
|
|
This->baseShader.limits.texcoord = 8;
|
|
This->baseShader.limits.sampler = 16;
|
|
This->baseShader.limits.packed_input = 0;
|
|
This->baseShader.limits.label = 16;
|
|
break;
|
|
|
|
case WINED3DPS_VERSION(3,0):
|
|
This->baseShader.limits.temporary = 32;
|
|
This->baseShader.limits.constant_float = 224;
|
|
This->baseShader.limits.constant_int = 16;
|
|
This->baseShader.limits.constant_bool = 16;
|
|
This->baseShader.limits.texcoord = 0;
|
|
This->baseShader.limits.sampler = 16;
|
|
This->baseShader.limits.packed_input = 12;
|
|
This->baseShader.limits.label = 16; /* FIXME: 2048 */
|
|
break;
|
|
|
|
default: This->baseShader.limits.temporary = 32;
|
|
This->baseShader.limits.constant_float = 32;
|
|
This->baseShader.limits.constant_int = 16;
|
|
This->baseShader.limits.constant_bool = 16;
|
|
This->baseShader.limits.texcoord = 8;
|
|
This->baseShader.limits.sampler = 16;
|
|
This->baseShader.limits.packed_input = 0;
|
|
This->baseShader.limits.label = 0;
|
|
FIXME("Unrecognized pixel shader version %#x\n",
|
|
This->baseShader.hex_version);
|
|
}
|
|
}
|
|
|
|
/** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
|
|
or GLSL and send it to the card */
|
|
static inline VOID IWineD3DPixelShaderImpl_GenerateShader(
|
|
IWineD3DPixelShader *iface,
|
|
shader_reg_maps* reg_maps,
|
|
CONST DWORD *pFunction) {
|
|
|
|
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
|
|
SHADER_BUFFER buffer;
|
|
|
|
#if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
|
|
it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
|
|
if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
|
|
HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
|
|
This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
|
|
This->fixupVertexBufferSize = PGMSIZE;
|
|
This->fixupVertexBuffer[0] = 0;
|
|
}
|
|
buffer.buffer = This->device->fixupVertexBuffer;
|
|
#else
|
|
buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
|
|
#endif
|
|
buffer.bsize = 0;
|
|
buffer.lineNo = 0;
|
|
buffer.newline = TRUE;
|
|
|
|
if (This->baseShader.shader_mode == SHADER_GLSL) {
|
|
|
|
/* Create the hw GLSL shader object and assign it as the baseShader.prgId */
|
|
GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
|
|
|
|
if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
|
|
shader_addline(&buffer, "#extension GL_ARB_draw_buffers : enable\n");
|
|
}
|
|
|
|
/* Base Declarations */
|
|
shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
|
|
|
|
/* Pack 3.0 inputs */
|
|
if (This->baseShader.hex_version >= WINED3DPS_VERSION(3,0))
|
|
pshader_glsl_input_pack(&buffer, This->semantics_in);
|
|
|
|
/* Base Shader Body */
|
|
shader_generate_main( (IWineD3DBaseShader*) This, &buffer, reg_maps, pFunction);
|
|
|
|
/* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
|
|
if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
|
|
/* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
|
|
if(GL_SUPPORT(ARB_DRAW_BUFFERS))
|
|
shader_addline(&buffer, "gl_FragData[0] = R0;\n");
|
|
else
|
|
shader_addline(&buffer, "gl_FragColor = R0;\n");
|
|
}
|
|
|
|
/* Pixel shader < 3.0 do not replace the fog stage.
|
|
* This implements linear fog computation and blending.
|
|
* TODO: non linear fog
|
|
* NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
|
|
* -1/(e-s) and e/(e-s) respectively.
|
|
*/
|
|
if(This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
|
|
shader_addline(&buffer, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
|
|
if(GL_SUPPORT(ARB_DRAW_BUFFERS))
|
|
shader_addline(&buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
|
|
else
|
|
shader_addline(&buffer, "gl_FragColor.xyz = mix(gl_Fog.color.xyz, gl_FragColor.xyz, Fog);\n");
|
|
}
|
|
|
|
shader_addline(&buffer, "}\n");
|
|
|
|
TRACE("Compiling shader object %u\n", shader_obj);
|
|
GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer.buffer, NULL));
|
|
GL_EXTCALL(glCompileShaderARB(shader_obj));
|
|
print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
|
|
|
|
/* Store the shader object */
|
|
This->baseShader.prgId = shader_obj;
|
|
|
|
} else if (This->baseShader.shader_mode == SHADER_ARB) {
|
|
/* Create the hw ARB shader */
|
|
shader_addline(&buffer, "!!ARBfp1.0\n");
|
|
|
|
shader_addline(&buffer, "TEMP TMP;\n"); /* Used in matrix ops */
|
|
shader_addline(&buffer, "TEMP TMP2;\n"); /* Used in matrix ops */
|
|
shader_addline(&buffer, "TEMP TA;\n"); /* Used for modifiers */
|
|
shader_addline(&buffer, "TEMP TB;\n"); /* Used for modifiers */
|
|
shader_addline(&buffer, "TEMP TC;\n"); /* Used for modifiers */
|
|
shader_addline(&buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
|
|
shader_addline(&buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
|
|
shader_addline(&buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
|
|
|
|
/* Base Declarations */
|
|
shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
|
|
|
|
/* We need two variables for fog blending */
|
|
shader_addline(&buffer, "TEMP TMP_FOG;\n");
|
|
if (This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
|
|
shader_addline(&buffer, "TEMP TMP_COLOR;\n");
|
|
}
|
|
|
|
/* Base Shader Body */
|
|
shader_generate_main( (IWineD3DBaseShader*) This, &buffer, reg_maps, pFunction);
|
|
|
|
/* calculate fog and blend it
|
|
* NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
|
|
* -1/(e-s) and e/(e-s) respectively.
|
|
*/
|
|
shader_addline(&buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
|
|
if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
|
|
shader_addline(&buffer, "LRP result.color.rgb, TMP_FOG.x, R0, state.fog.color;\n");
|
|
shader_addline(&buffer, "MOV result.color.a, R0.a;\n");
|
|
} else {
|
|
shader_addline(&buffer, "LRP result.color.rgb, TMP_FOG.x, TMP_COLOR, state.fog.color;\n");
|
|
shader_addline(&buffer, "MOV result.color.a, TMP_COLOR.a;\n");
|
|
}
|
|
|
|
shader_addline(&buffer, "END\n");
|
|
|
|
/* TODO: change to resource.glObjectHandle or something like that */
|
|
GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
|
|
|
|
TRACE("Creating a hw pixel shader, prg=%d\n", This->baseShader.prgId);
|
|
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, This->baseShader.prgId));
|
|
|
|
TRACE("Created hw pixel shader, prg=%d\n", This->baseShader.prgId);
|
|
/* Create the program and check for errors */
|
|
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
|
|
buffer.bsize, buffer.buffer));
|
|
|
|
if (glGetError() == GL_INVALID_OPERATION) {
|
|
GLint errPos;
|
|
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
|
|
FIXME("HW PixelShader Error at position %d: %s\n",
|
|
errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
|
|
This->baseShader.prgId = -1;
|
|
}
|
|
}
|
|
|
|
This->needsbumpmat = reg_maps->bumpmat;
|
|
|
|
#if 1 /* if were using the data buffer of device then we don't need to free it */
|
|
HeapFree(GetProcessHeap(), 0, buffer.buffer);
|
|
#endif
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
|
|
|
|
IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
|
|
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
|
|
|
|
TRACE("(%p) : pFunction %p\n", iface, pFunction);
|
|
|
|
/* First pass: trace shader */
|
|
shader_trace_init((IWineD3DBaseShader*) This, pFunction);
|
|
pshader_set_limits(This);
|
|
|
|
/* Initialize immediate constant lists */
|
|
list_init(&This->baseShader.constantsF);
|
|
list_init(&This->baseShader.constantsB);
|
|
list_init(&This->baseShader.constantsI);
|
|
|
|
if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) > 1) {
|
|
shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
|
|
HRESULT hr;
|
|
|
|
/* Second pass: figure out which registers are used, what the semantics are, etc.. */
|
|
memset(reg_maps, 0, sizeof(shader_reg_maps));
|
|
hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
|
|
This->semantics_in, NULL, pFunction, NULL);
|
|
if (FAILED(hr)) return hr;
|
|
/* FIXME: validate reg_maps against OpenGL */
|
|
}
|
|
|
|
This->baseShader.shader_mode = deviceImpl->ps_selected_mode;
|
|
|
|
TRACE("(%p) : Copying the function\n", This);
|
|
if (NULL != pFunction) {
|
|
void *function;
|
|
|
|
function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
|
|
if (!function) return E_OUTOFMEMORY;
|
|
memcpy(function, pFunction, This->baseShader.functionLength);
|
|
This->baseShader.function = function;
|
|
} else {
|
|
This->baseShader.function = NULL;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader *iface) {
|
|
|
|
IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
|
|
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
|
CONST DWORD *function = This->baseShader.function;
|
|
|
|
TRACE("(%p) : function %p\n", iface, function);
|
|
|
|
/* We're already compiled. */
|
|
if (This->baseShader.is_compiled) return WINED3D_OK;
|
|
|
|
/* We don't need to compile */
|
|
if (!function) {
|
|
This->baseShader.is_compiled = TRUE;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
|
|
shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
|
|
HRESULT hr;
|
|
|
|
/* Second pass: figure out which registers are used, what the semantics are, etc.. */
|
|
memset(reg_maps, 0, sizeof(shader_reg_maps));
|
|
hr = shader_get_registers_used((IWineD3DBaseShader*)This, reg_maps,
|
|
This->semantics_in, NULL, This->baseShader.function, deviceImpl->stateBlock);
|
|
if (FAILED(hr)) return hr;
|
|
/* FIXME: validate reg_maps against OpenGL */
|
|
}
|
|
|
|
/* Generate the HW shader */
|
|
TRACE("(%p) : Generating hardware program\n", This);
|
|
IWineD3DPixelShaderImpl_GenerateShader(iface, &This->baseShader.reg_maps, function);
|
|
|
|
This->baseShader.is_compiled = TRUE;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
|
|
{
|
|
/*** IUnknown methods ***/
|
|
IWineD3DPixelShaderImpl_QueryInterface,
|
|
IWineD3DPixelShaderImpl_AddRef,
|
|
IWineD3DPixelShaderImpl_Release,
|
|
/*** IWineD3DBase methods ***/
|
|
IWineD3DPixelShaderImpl_GetParent,
|
|
/*** IWineD3DBaseShader methods ***/
|
|
IWineD3DPixelShaderImpl_SetFunction,
|
|
IWineD3DPixelShaderImpl_CompileShader,
|
|
/*** IWineD3DPixelShader methods ***/
|
|
IWineD3DPixelShaderImpl_GetDevice,
|
|
IWineD3DPixelShaderImpl_GetFunction
|
|
};
|