2005-08-25 19:24:21 +00:00
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/*
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* shaders implementation
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*
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2006-05-08 19:44:25 +00:00
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* Copyright 2002-2003 Jason Edmeades
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* Copyright 2002-2003 Raphael Junqueira
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2006-07-17 18:35:14 +00:00
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* Copyright 2004 Christian Costa
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2006-05-08 19:44:25 +00:00
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* Copyright 2005 Oliver Stieber
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2006-05-17 06:04:30 +00:00
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* Copyright 2006 Ivan Gyurdiev
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2005-08-25 19:24:21 +00:00
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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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2006-05-18 12:49:52 +00:00
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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2005-08-25 19:24:21 +00:00
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*/
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#include "config.h"
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#include <math.h>
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2005-11-21 16:27:55 +00:00
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#include <stdio.h>
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2005-08-25 19:24:21 +00:00
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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2007-06-09 12:27:41 +00:00
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#define GLINFO_LOCATION ((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info
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2005-08-25 19:24:21 +00:00
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2005-11-21 16:27:55 +00:00
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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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2005-08-25 19:24:21 +00:00
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/* *******************************************
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IWineD3DPixelShader IUnknown parts follow
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******************************************* */
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2006-06-10 11:15:32 +00:00
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static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj)
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2005-08-25 19:24:21 +00:00
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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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2006-02-06 10:32:41 +00:00
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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2006-03-28 19:10:51 +00:00
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|| IsEqualGUID(riid, &IID_IWineD3DBaseShader)
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2005-08-25 19:24:21 +00:00
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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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2006-04-25 21:59:12 +00:00
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return S_OK;
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2005-08-25 19:24:21 +00:00
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}
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2006-04-25 21:59:12 +00:00
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*ppobj = NULL;
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2005-08-25 19:24:21 +00:00
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return E_NOINTERFACE;
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}
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2006-06-10 11:15:32 +00:00
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static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
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2005-08-25 19:24:21 +00:00
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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2006-10-01 03:20:10 +00:00
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TRACE("(%p) : AddRef increasing from %d\n", This, This->ref);
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2005-08-25 19:24:21 +00:00
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return InterlockedIncrement(&This->ref);
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}
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2006-06-10 11:15:32 +00:00
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static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
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2005-08-25 19:24:21 +00:00
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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ULONG ref;
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2006-10-01 03:20:10 +00:00
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TRACE("(%p) : Releasing from %d\n", This, This->ref);
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2005-08-25 19:24:21 +00:00
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ref = InterlockedDecrement(&This->ref);
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if (ref == 0) {
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2007-04-11 12:02:38 +00:00
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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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wined3d: Rework shader mode selection.
- currently half the shader selection code (GLSL vs ARB) is in
fillGLcaps. The parts that check for software shaders are in
GetDeviceCaps. That placement, will work, but is definitely not optimal.
FillGLcaps should detect support - it should not make decision as to
what's used, because that's not what the purpose of the function is.
GetDeviceCaps should report support as it has already been selected.
Instead, select shader mode in its own function, called in the
appropriate places.
- unifying pixel and vertex shaders into a single selection is a
mistake. A software vertex shader can be coupled with a hardware arb or
glsl pixel shader, or no shader at all. Split them back into two and add
a SHADER_NONE variant.
- drawprim is doing support checks for ARB_PROGRAM, and making shader
decisions based on that - that's wrong, support has already been
checked, and decided upon, and shaders can be implemented via software,
ARB_PROGRAm or GLSL, so that support check isn't valid.
- Store the shader selected mode into the shader itself. Different types
of shaders can be combined, so this is an improvement. In fact, storing
the mode into the settings globally is a mistake as well - it should be
done per device, since different cards have different capabilities.
2006-07-04 07:21:53 +00:00
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if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
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2007-02-27 19:51:53 +00:00
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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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2006-06-09 07:35:49 +00:00
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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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2006-07-10 04:51:03 +00:00
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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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2005-08-25 19:24:21 +00:00
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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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2006-06-10 11:15:32 +00:00
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static HRESULT WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
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2005-08-25 19:24:21 +00:00
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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2005-12-03 17:10:56 +00:00
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*parent = This->parent;
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2005-08-25 19:24:21 +00:00
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IUnknown_AddRef(*parent);
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TRACE("(%p) : returning %p\n", This, *parent);
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2006-04-07 10:51:12 +00:00
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return WINED3D_OK;
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2005-08-25 19:24:21 +00:00
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}
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2005-11-21 16:27:55 +00:00
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2006-06-10 11:15:32 +00:00
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static HRESULT WINAPI IWineD3DPixelShaderImpl_GetDevice(IWineD3DPixelShader* iface, IWineD3DDevice **pDevice){
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2005-08-25 19:24:21 +00:00
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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2006-09-27 11:14:46 +00:00
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IWineD3DDevice_AddRef(This->baseShader.device);
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*pDevice = This->baseShader.device;
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2005-08-25 19:24:21 +00:00
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TRACE("(%p) returning %p\n", This, *pDevice);
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2006-04-07 10:51:12 +00:00
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return WINED3D_OK;
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2005-08-25 19:24:21 +00:00
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}
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2006-06-10 11:15:32 +00:00
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static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
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2005-08-25 19:24:21 +00:00
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
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2006-06-09 21:46:38 +00:00
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TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
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2005-08-25 19:24:21 +00:00
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if (NULL == pData) {
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2006-03-30 17:14:31 +00:00
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*pSizeOfData = This->baseShader.functionLength;
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2006-04-07 10:51:12 +00:00
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return WINED3D_OK;
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2005-08-25 19:24:21 +00:00
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}
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2006-03-30 17:14:31 +00:00
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if (*pSizeOfData < This->baseShader.functionLength) {
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2007-03-08 00:16:09 +00:00
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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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2005-08-25 19:24:21 +00:00
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}
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2006-03-30 17:14:31 +00:00
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if (NULL == This->baseShader.function) { /* no function defined */
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2005-08-25 19:24:21 +00:00
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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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2006-03-30 17:14:31 +00:00
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if (This->baseShader.functionLength == 0) {
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2005-08-25 19:24:21 +00:00
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}
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TRACE("(%p) : GetFunction copying to %p\n", This, pData);
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2006-03-30 17:14:31 +00:00
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memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
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2005-08-25 19:24:21 +00:00
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}
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2006-04-07 10:51:12 +00:00
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return WINED3D_OK;
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2005-08-25 19:24:21 +00:00
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}
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2006-03-28 19:10:44 +00:00
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CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
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2006-05-09 22:05:26 +00:00
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/* Arithmethic */
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2007-03-06 21:35:23 +00:00
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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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2007-07-02 20:40:06 +00:00
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{WINED3DSIO_RSQ, "rsq", "RSQ", 1, 2, pshader_hw_map2gl, shader_glsl_rsq, 0, 0},
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2007-03-06 21:35:23 +00:00
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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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2007-05-11 10:12:40 +00:00
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{WINED3DSIO_POW, "pow", "POW", 1, 3, NULL, shader_glsl_pow, 0, 0},
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2007-03-06 21:35:23 +00:00
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{WINED3DSIO_CRS, "crs", "XPS", 1, 3, NULL, shader_glsl_cross, 0, 0},
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2005-11-23 19:14:43 +00:00
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/* TODO: xyz normalise can be performed as VS_ARB using one temporary register,
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2005-11-21 16:27:55 +00:00
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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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2007-03-06 21:35:23 +00:00
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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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2006-05-09 22:05:26 +00:00
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/* TODO: dp2add can be made out of multiple instuctions */
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2007-03-06 21:35:23 +00:00
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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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2006-05-09 22:05:26 +00:00
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/* Matrix */
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2007-03-06 21:35:23 +00:00
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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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2006-05-09 22:05:26 +00:00
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/* Register declarations */
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2007-03-06 21:35:23 +00:00
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{WINED3DSIO_DCL, "dcl", NULL, 0, 2, NULL, NULL, 0, 0},
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2006-04-16 09:25:15 +00:00
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|
/* Flow control - requires GLSL or software shaders */
|
2007-03-06 21:35:23 +00:00
|
|
|
{WINED3DSIO_REP , "rep", NULL, 0, 1, NULL, shader_glsl_rep, WINED3DPS_VERSION(2,1), -1},
|
|
|
|
{WINED3DSIO_ENDREP, "endrep", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(2,1), -1},
|
|
|
|
{WINED3DSIO_IF, "if", NULL, 0, 1, NULL, shader_glsl_if, WINED3DPS_VERSION(2,1), -1},
|
|
|
|
{WINED3DSIO_IFC, "ifc", NULL, 0, 2, NULL, shader_glsl_ifc, WINED3DPS_VERSION(2,1), -1},
|
|
|
|
{WINED3DSIO_ELSE, "else", NULL, 0, 0, NULL, shader_glsl_else, WINED3DPS_VERSION(2,1), -1},
|
|
|
|
{WINED3DSIO_ENDIF, "endif", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(2,1), -1},
|
|
|
|
{WINED3DSIO_BREAK, "break", NULL, 0, 0, NULL, shader_glsl_break, WINED3DPS_VERSION(2,1), -1},
|
|
|
|
{WINED3DSIO_BREAKC, "breakc", NULL, 0, 2, NULL, shader_glsl_breakc, WINED3DPS_VERSION(2,1), -1},
|
|
|
|
{WINED3DSIO_BREAKP, "breakp", GLNAME_REQUIRE_GLSL, 0, 1, NULL, NULL, 0, 0},
|
|
|
|
{WINED3DSIO_CALL, "call", NULL, 0, 1, NULL, shader_glsl_call, WINED3DPS_VERSION(2,1), -1},
|
|
|
|
{WINED3DSIO_CALLNZ, "callnz", NULL, 0, 2, NULL, shader_glsl_callnz, WINED3DPS_VERSION(2,1), -1},
|
|
|
|
{WINED3DSIO_LOOP, "loop", NULL, 0, 2, NULL, shader_glsl_loop, WINED3DPS_VERSION(3,0), -1},
|
|
|
|
{WINED3DSIO_RET, "ret", NULL, 0, 0, NULL, NULL, WINED3DPS_VERSION(2,1), -1},
|
|
|
|
{WINED3DSIO_ENDLOOP, "endloop", NULL, 0, 0, NULL, shader_glsl_end, WINED3DPS_VERSION(3,0), -1},
|
|
|
|
{WINED3DSIO_LABEL, "label", NULL, 0, 1, NULL, shader_glsl_label, WINED3DPS_VERSION(2,1), -1},
|
2006-05-09 22:05:26 +00:00
|
|
|
/* Constant definitions */
|
2007-03-06 21:35:23 +00:00
|
|
|
{WINED3DSIO_DEF, "def", "undefined", 1, 5, NULL, NULL, 0, 0},
|
|
|
|
{WINED3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0},
|
|
|
|
{WINED3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, 0, 0},
|
2006-05-09 22:05:26 +00:00
|
|
|
/* Texture */
|
2007-03-06 21:35:23 +00:00
|
|
|
{WINED3DSIO_TEXCOORD, "texcoord", "undefined", 1, 1, pshader_hw_texcoord, pshader_glsl_texcoord, 0, WINED3DPS_VERSION(1,3)},
|
|
|
|
{WINED3DSIO_TEXCOORD, "texcrd", "undefined", 1, 2, pshader_hw_texcoord, pshader_glsl_texcoord, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
|
|
|
|
{WINED3DSIO_TEXKILL, "texkill", "KIL", 1, 1, pshader_hw_map2gl, pshader_glsl_texkill, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
|
|
|
|
{WINED3DSIO_TEX, "tex", "undefined", 1, 1, pshader_hw_tex, pshader_glsl_tex, 0, WINED3DPS_VERSION(1,3)},
|
|
|
|
{WINED3DSIO_TEX, "texld", "undefined", 1, 2, pshader_hw_tex, pshader_glsl_tex, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
|
|
|
|
{WINED3DSIO_TEX, "texld", "undefined", 1, 3, pshader_hw_tex, pshader_glsl_tex, WINED3DPS_VERSION(2,0), -1},
|
|
|
|
{WINED3DSIO_TEXBEM, "texbem", "undefined", 1, 2, pshader_hw_texbem, pshader_glsl_texbem, 0, WINED3DPS_VERSION(1,3)},
|
|
|
|
{WINED3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
|
|
|
|
{WINED3DSIO_TEXREG2AR,"texreg2ar","undefined", 1, 2, pshader_hw_texreg2ar, pshader_glsl_texreg2ar, WINED3DPS_VERSION(1,1), WINED3DPS_VERSION(1,3)},
|
|
|
|
{WINED3DSIO_TEXREG2GB,"texreg2gb","undefined", 1, 2, pshader_hw_texreg2gb, pshader_glsl_texreg2gb, WINED3DPS_VERSION(1,1), WINED3DPS_VERSION(1,3)},
|
|
|
|
{WINED3DSIO_TEXREG2RGB, "texreg2rgb", GLNAME_REQUIRE_GLSL, 1, 2, NULL, pshader_glsl_texreg2rgb, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
|
|
|
|
{WINED3DSIO_TEXM3x2PAD, "texm3x2pad", "undefined", 1, 2, pshader_hw_texm3x2pad, pshader_glsl_texm3x2pad, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
|
|
|
|
{WINED3DSIO_TEXM3x2TEX, "texm3x2tex", "undefined", 1, 2, pshader_hw_texm3x2tex, pshader_glsl_texm3x2tex, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
|
|
|
|
{WINED3DSIO_TEXM3x3PAD, "texm3x3pad", "undefined", 1, 2, pshader_hw_texm3x3pad, pshader_glsl_texm3x3pad, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
|
|
|
|
{WINED3DSIO_TEXM3x3DIFF, "texm3x3diff", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
|
|
|
|
{WINED3DSIO_TEXM3x3SPEC, "texm3x3spec", "undefined", 1, 3, pshader_hw_texm3x3spec, pshader_glsl_texm3x3spec, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
|
|
|
|
{WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", "undefined", 1, 2, pshader_hw_texm3x3vspec, pshader_glsl_texm3x3vspec, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
|
|
|
|
{WINED3DSIO_TEXM3x3TEX, "texm3x3tex", "undefined", 1, 2, pshader_hw_texm3x3tex, pshader_glsl_texm3x3tex, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
|
|
|
|
{WINED3DSIO_TEXDP3TEX, "texdp3tex", GLNAME_REQUIRE_GLSL, 1, 2, NULL, pshader_glsl_texdp3tex, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
|
|
|
|
{WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", GLNAME_REQUIRE_GLSL, 1, 2, NULL, pshader_glsl_texm3x2depth, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
|
|
|
|
{WINED3DSIO_TEXDP3, "texdp3", GLNAME_REQUIRE_GLSL, 1, 2, NULL, pshader_glsl_texdp3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
|
|
|
|
{WINED3DSIO_TEXM3x3, "texm3x3", GLNAME_REQUIRE_GLSL, 1, 2, NULL, pshader_glsl_texm3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
|
|
|
|
{WINED3DSIO_TEXDEPTH, "texdepth", GLNAME_REQUIRE_GLSL, 1, 1, NULL, pshader_glsl_texdepth, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
|
2007-03-26 21:34:32 +00:00
|
|
|
{WINED3DSIO_BEM, "bem", "undefined", 1, 3, pshader_hw_bem, pshader_glsl_bem, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
|
2007-03-06 21:35:23 +00:00
|
|
|
{WINED3DSIO_DSX, "dsx", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0},
|
|
|
|
{WINED3DSIO_DSY, "dsy", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0},
|
|
|
|
{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},
|
2007-06-27 21:46:53 +00:00
|
|
|
{WINED3DSIO_TEXLDL, "texldl", NULL, 1, 3, NULL, shader_glsl_texldl, WINED3DPS_VERSION(3,0), -1},
|
2007-03-06 21:35:23 +00:00
|
|
|
{WINED3DSIO_PHASE, "phase", GLNAME_REQUIRE_GLSL, 0, 0, NULL, NULL, 0, 0},
|
2006-06-12 10:57:04 +00:00
|
|
|
{0, NULL, NULL, 0, 0, NULL, NULL, 0, 0}
|
2005-11-21 16:27:55 +00:00
|
|
|
};
|
|
|
|
|
2006-06-12 06:54:30 +00:00
|
|
|
static void pshader_set_limits(
|
|
|
|
IWineD3DPixelShaderImpl *This) {
|
2006-05-08 21:09:21 +00:00
|
|
|
|
2006-05-26 15:52:33 +00:00
|
|
|
This->baseShader.limits.attributes = 0;
|
2006-05-08 21:09:21 +00:00
|
|
|
This->baseShader.limits.address = 0;
|
2006-06-12 06:57:07 +00:00
|
|
|
This->baseShader.limits.packed_output = 0;
|
2006-05-08 21:09:21 +00:00
|
|
|
|
2006-06-12 06:54:30 +00:00
|
|
|
switch (This->baseShader.hex_version) {
|
2006-10-13 03:36:41 +00:00
|
|
|
case WINED3DPS_VERSION(1,0):
|
|
|
|
case WINED3DPS_VERSION(1,1):
|
|
|
|
case WINED3DPS_VERSION(1,2):
|
|
|
|
case WINED3DPS_VERSION(1,3):
|
2006-06-12 06:54:30 +00:00
|
|
|
This->baseShader.limits.temporary = 2;
|
2006-05-08 21:09:21 +00:00
|
|
|
This->baseShader.limits.constant_float = 8;
|
|
|
|
This->baseShader.limits.constant_int = 0;
|
|
|
|
This->baseShader.limits.constant_bool = 0;
|
2006-06-12 06:59:16 +00:00
|
|
|
This->baseShader.limits.texcoord = 4;
|
|
|
|
This->baseShader.limits.sampler = 4;
|
2006-06-12 06:57:07 +00:00
|
|
|
This->baseShader.limits.packed_input = 0;
|
2006-07-10 10:35:15 +00:00
|
|
|
This->baseShader.limits.label = 0;
|
2006-05-08 21:09:21 +00:00
|
|
|
break;
|
|
|
|
|
2006-10-13 03:36:41 +00:00
|
|
|
case WINED3DPS_VERSION(1,4):
|
2006-06-12 06:54:30 +00:00
|
|
|
This->baseShader.limits.temporary = 6;
|
2006-05-08 21:09:21 +00:00
|
|
|
This->baseShader.limits.constant_float = 8;
|
|
|
|
This->baseShader.limits.constant_int = 0;
|
|
|
|
This->baseShader.limits.constant_bool = 0;
|
2006-06-12 06:59:16 +00:00
|
|
|
This->baseShader.limits.texcoord = 6;
|
|
|
|
This->baseShader.limits.sampler = 6;
|
2006-06-12 06:57:07 +00:00
|
|
|
This->baseShader.limits.packed_input = 0;
|
2006-07-10 10:35:15 +00:00
|
|
|
This->baseShader.limits.label = 0;
|
2006-05-08 21:09:21 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
/* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
|
2006-10-13 03:36:41 +00:00
|
|
|
case WINED3DPS_VERSION(2,0):
|
2006-07-10 10:35:15 +00:00
|
|
|
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;
|
|
|
|
|
2006-10-13 03:36:41 +00:00
|
|
|
case WINED3DPS_VERSION(2,1):
|
2006-06-12 06:54:30 +00:00
|
|
|
This->baseShader.limits.temporary = 32;
|
2006-05-08 21:09:21 +00:00
|
|
|
This->baseShader.limits.constant_float = 32;
|
|
|
|
This->baseShader.limits.constant_int = 16;
|
|
|
|
This->baseShader.limits.constant_bool = 16;
|
2006-06-12 06:59:16 +00:00
|
|
|
This->baseShader.limits.texcoord = 8;
|
|
|
|
This->baseShader.limits.sampler = 16;
|
2006-06-12 06:57:07 +00:00
|
|
|
This->baseShader.limits.packed_input = 0;
|
2006-07-10 10:35:15 +00:00
|
|
|
This->baseShader.limits.label = 16;
|
2006-05-08 21:09:21 +00:00
|
|
|
break;
|
|
|
|
|
2006-10-13 03:36:41 +00:00
|
|
|
case WINED3DPS_VERSION(3,0):
|
2006-06-12 06:54:30 +00:00
|
|
|
This->baseShader.limits.temporary = 32;
|
2006-05-08 21:09:21 +00:00
|
|
|
This->baseShader.limits.constant_float = 224;
|
|
|
|
This->baseShader.limits.constant_int = 16;
|
|
|
|
This->baseShader.limits.constant_bool = 16;
|
2006-06-12 06:59:16 +00:00
|
|
|
This->baseShader.limits.texcoord = 0;
|
|
|
|
This->baseShader.limits.sampler = 16;
|
2006-06-12 06:57:07 +00:00
|
|
|
This->baseShader.limits.packed_input = 12;
|
2006-07-10 10:35:15 +00:00
|
|
|
This->baseShader.limits.label = 16; /* FIXME: 2048 */
|
2006-05-08 21:09:21 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
default: This->baseShader.limits.temporary = 32;
|
2006-06-12 06:59:16 +00:00
|
|
|
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;
|
2006-06-12 06:57:07 +00:00
|
|
|
This->baseShader.limits.packed_input = 0;
|
2006-07-10 10:35:15 +00:00
|
|
|
This->baseShader.limits.label = 0;
|
2006-10-01 03:20:10 +00:00
|
|
|
FIXME("Unrecognized pixel shader version %#x\n",
|
2006-06-12 06:54:30 +00:00
|
|
|
This->baseShader.hex_version);
|
2006-05-08 21:09:21 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-05-10 02:39:02 +00:00
|
|
|
/** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
|
|
|
|
or GLSL and send it to the card */
|
2007-03-17 10:39:40 +00:00
|
|
|
static inline VOID IWineD3DPixelShaderImpl_GenerateShader(
|
2006-05-10 02:39:02 +00:00
|
|
|
IWineD3DPixelShader *iface,
|
2006-07-04 08:01:46 +00:00
|
|
|
shader_reg_maps* reg_maps,
|
2006-05-10 02:39:02 +00:00
|
|
|
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;
|
2007-01-15 18:30:41 +00:00
|
|
|
buffer.newline = TRUE;
|
2006-05-10 02:39:02 +00:00
|
|
|
|
wined3d: Rework shader mode selection.
- currently half the shader selection code (GLSL vs ARB) is in
fillGLcaps. The parts that check for software shaders are in
GetDeviceCaps. That placement, will work, but is definitely not optimal.
FillGLcaps should detect support - it should not make decision as to
what's used, because that's not what the purpose of the function is.
GetDeviceCaps should report support as it has already been selected.
Instead, select shader mode in its own function, called in the
appropriate places.
- unifying pixel and vertex shaders into a single selection is a
mistake. A software vertex shader can be coupled with a hardware arb or
glsl pixel shader, or no shader at all. Split them back into two and add
a SHADER_NONE variant.
- drawprim is doing support checks for ARB_PROGRAM, and making shader
decisions based on that - that's wrong, support has already been
checked, and decided upon, and shaders can be implemented via software,
ARB_PROGRAm or GLSL, so that support check isn't valid.
- Store the shader selected mode into the shader itself. Different types
of shaders can be combined, so this is an improvement. In fact, storing
the mode into the settings globally is a mistake as well - it should be
done per device, since different cards have different capabilities.
2006-07-04 07:21:53 +00:00
|
|
|
if (This->baseShader.shader_mode == SHADER_GLSL) {
|
2006-05-26 15:52:33 +00:00
|
|
|
|
|
|
|
/* Create the hw GLSL shader object and assign it as the baseShader.prgId */
|
|
|
|
GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
|
|
|
|
|
2006-10-02 18:06:38 +00:00
|
|
|
if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
|
|
|
|
shader_addline(&buffer, "#extension GL_ARB_draw_buffers : enable\n");
|
|
|
|
}
|
|
|
|
|
2006-06-12 06:55:30 +00:00
|
|
|
/* Base Declarations */
|
2006-07-19 04:06:07 +00:00
|
|
|
shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
|
2006-06-12 06:55:30 +00:00
|
|
|
|
2006-06-12 06:57:07 +00:00
|
|
|
/* Pack 3.0 inputs */
|
2006-10-13 03:36:41 +00:00
|
|
|
if (This->baseShader.hex_version >= WINED3DPS_VERSION(3,0))
|
2006-07-04 08:01:46 +00:00
|
|
|
pshader_glsl_input_pack(&buffer, This->semantics_in);
|
2006-06-12 06:57:07 +00:00
|
|
|
|
2006-06-12 06:53:32 +00:00
|
|
|
/* Base Shader Body */
|
2006-07-04 08:01:46 +00:00
|
|
|
shader_generate_main( (IWineD3DBaseShader*) This, &buffer, reg_maps, pFunction);
|
2006-05-26 15:52:33 +00:00
|
|
|
|
|
|
|
/* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
|
2006-10-13 03:36:41 +00:00
|
|
|
if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
|
2006-08-09 16:24:08 +00:00
|
|
|
/* 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");
|
|
|
|
}
|
2007-03-22 16:32:48 +00:00
|
|
|
|
|
|
|
/* 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");
|
|
|
|
}
|
|
|
|
|
2006-10-15 15:06:44 +00:00
|
|
|
shader_addline(&buffer, "}\n");
|
2006-05-26 15:52:33 +00:00
|
|
|
|
|
|
|
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;
|
|
|
|
|
2006-10-08 03:25:01 +00:00
|
|
|
} else if (This->baseShader.shader_mode == SHADER_ARB) {
|
2006-05-10 02:39:02 +00:00
|
|
|
/* 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");
|
|
|
|
|
2006-06-12 06:55:30 +00:00
|
|
|
/* Base Declarations */
|
2006-07-19 04:06:07 +00:00
|
|
|
shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
|
2006-06-12 06:55:30 +00:00
|
|
|
|
2007-03-22 16:32:48 +00:00
|
|
|
/* 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");
|
|
|
|
}
|
|
|
|
|
2006-06-12 06:53:32 +00:00
|
|
|
/* Base Shader Body */
|
2006-07-04 08:01:46 +00:00
|
|
|
shader_generate_main( (IWineD3DBaseShader*) This, &buffer, reg_maps, pFunction);
|
2006-05-10 02:39:02 +00:00
|
|
|
|
2007-03-22 16:32:48 +00:00
|
|
|
/* 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");
|
|
|
|
}
|
|
|
|
|
2006-10-15 15:06:44 +00:00
|
|
|
shader_addline(&buffer, "END\n");
|
2006-05-10 02:39:02 +00:00
|
|
|
|
|
|
|
/* 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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2007-02-15 02:05:17 +00:00
|
|
|
This->needsbumpmat = reg_maps->bumpmat;
|
|
|
|
|
2006-05-10 02:39:02 +00:00
|
|
|
#if 1 /* if were using the data buffer of device then we don't need to free it */
|
|
|
|
HeapFree(GetProcessHeap(), 0, buffer.buffer);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
2006-06-10 11:15:32 +00:00
|
|
|
static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
|
2006-06-12 06:54:30 +00:00
|
|
|
|
|
|
|
IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
|
2006-10-08 03:25:01 +00:00
|
|
|
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
|
2006-06-12 06:54:30 +00:00
|
|
|
|
2006-07-24 22:51:03 +00:00
|
|
|
TRACE("(%p) : pFunction %p\n", iface, pFunction);
|
|
|
|
|
2006-07-04 08:01:46 +00:00
|
|
|
/* First pass: trace shader */
|
2006-06-12 06:54:30 +00:00
|
|
|
shader_trace_init((IWineD3DBaseShader*) This, pFunction);
|
|
|
|
pshader_set_limits(This);
|
2005-11-21 16:27:55 +00:00
|
|
|
|
2006-07-10 04:51:03 +00:00
|
|
|
/* Initialize immediate constant lists */
|
|
|
|
list_init(&This->baseShader.constantsF);
|
|
|
|
list_init(&This->baseShader.constantsB);
|
|
|
|
list_init(&This->baseShader.constantsI);
|
|
|
|
|
2007-06-07 21:52:48 +00:00
|
|
|
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 */
|
|
|
|
}
|
|
|
|
|
2006-10-08 03:25:01 +00:00
|
|
|
This->baseShader.shader_mode = deviceImpl->ps_selected_mode;
|
2005-11-21 16:27:55 +00:00
|
|
|
|
|
|
|
TRACE("(%p) : Copying the function\n", This);
|
|
|
|
if (NULL != pFunction) {
|
2006-11-24 14:15:16 +00:00
|
|
|
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;
|
2005-11-21 16:27:55 +00:00
|
|
|
} else {
|
2006-03-30 17:14:31 +00:00
|
|
|
This->baseShader.function = NULL;
|
2005-11-21 16:27:55 +00:00
|
|
|
}
|
|
|
|
|
2006-08-05 16:15:35 +00:00
|
|
|
return WINED3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
static HRESULT WINAPI IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader *iface) {
|
2006-09-27 11:14:46 +00:00
|
|
|
|
2006-08-05 16:15:35 +00:00
|
|
|
IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
|
2006-09-27 11:14:46 +00:00
|
|
|
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
2006-08-05 16:15:35 +00:00
|
|
|
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 */
|
2007-03-06 21:35:23 +00:00
|
|
|
if (!function) {
|
2006-08-05 16:15:35 +00:00
|
|
|
This->baseShader.is_compiled = TRUE;
|
|
|
|
return WINED3D_OK;
|
|
|
|
}
|
|
|
|
|
2007-06-07 21:52:48 +00:00
|
|
|
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 */
|
|
|
|
}
|
2006-08-27 17:16:01 +00:00
|
|
|
|
2006-08-05 16:15:35 +00:00
|
|
|
/* Generate the HW shader */
|
|
|
|
TRACE("(%p) : Generating hardware program\n", This);
|
|
|
|
IWineD3DPixelShaderImpl_GenerateShader(iface, &This->baseShader.reg_maps, function);
|
|
|
|
|
|
|
|
This->baseShader.is_compiled = TRUE;
|
|
|
|
|
2006-04-07 10:51:12 +00:00
|
|
|
return WINED3D_OK;
|
2005-11-21 16:27:55 +00:00
|
|
|
}
|
2005-08-25 19:24:21 +00:00
|
|
|
|
|
|
|
const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
|
|
|
|
{
|
|
|
|
/*** IUnknown methods ***/
|
|
|
|
IWineD3DPixelShaderImpl_QueryInterface,
|
|
|
|
IWineD3DPixelShaderImpl_AddRef,
|
|
|
|
IWineD3DPixelShaderImpl_Release,
|
2006-03-28 19:10:51 +00:00
|
|
|
/*** IWineD3DBase methods ***/
|
2005-08-25 19:24:21 +00:00
|
|
|
IWineD3DPixelShaderImpl_GetParent,
|
2006-03-28 19:10:51 +00:00
|
|
|
/*** IWineD3DBaseShader methods ***/
|
|
|
|
IWineD3DPixelShaderImpl_SetFunction,
|
2006-08-05 16:15:35 +00:00
|
|
|
IWineD3DPixelShaderImpl_CompileShader,
|
2006-03-28 19:10:51 +00:00
|
|
|
/*** IWineD3DPixelShader methods ***/
|
2005-08-25 19:24:21 +00:00
|
|
|
IWineD3DPixelShaderImpl_GetDevice,
|
2006-03-28 19:10:51 +00:00
|
|
|
IWineD3DPixelShaderImpl_GetFunction
|
2005-08-25 19:24:21 +00:00
|
|
|
};
|