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b28bd67fd9
gl_FogFragCoord and gl_PointSize are floats rather than vec4s in GLSL, so they shouldn't have a destination swizzle, and the write mask we return should consist of only the first component.
2073 lines
81 KiB
C
2073 lines
81 KiB
C
/*
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* GLSL pixel and vertex shader implementation
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*
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* Copyright 2006 Jason Green
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* Copyright 2006-2007 Henri Verbeet
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/*
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* D3D shader asm has swizzles on source parameters, and write masks for
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* destination parameters. GLSL uses swizzles for both. The result of this is
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* that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
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* Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
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* mask for the destination parameter into account.
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*/
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#include "config.h"
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#include <stdio.h>
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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#define GLINFO_LOCATION (*gl_info)
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/** Prints the GLSL info log which will contain error messages if they exist */
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void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
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int infologLength = 0;
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char *infoLog;
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GL_EXTCALL(glGetObjectParameterivARB(obj,
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GL_OBJECT_INFO_LOG_LENGTH_ARB,
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&infologLength));
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/* A size of 1 is just a null-terminated string, so the log should be bigger than
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* that if there are errors. */
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if (infologLength > 1)
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{
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infoLog = (char *)HeapAlloc(GetProcessHeap(), 0, infologLength);
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GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
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FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
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HeapFree(GetProcessHeap(), 0, infoLog);
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}
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}
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/**
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* Loads (pixel shader) samplers
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*/
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void shader_glsl_load_psamplers(
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WineD3D_GL_Info *gl_info,
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IWineD3DStateBlock* iface) {
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IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
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GLhandleARB programId = stateBlock->glsl_program->programId;
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GLhandleARB name_loc;
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int i;
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char sampler_name[20];
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for (i=0; i< GL_LIMITS(samplers); ++i) {
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if (stateBlock->textures[i] != NULL) {
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snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
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name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
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if (name_loc != -1) {
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TRACE("Loading %s for texture %d\n", sampler_name, i);
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GL_EXTCALL(glUniform1iARB(name_loc, i));
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checkGLcall("glUniform1iARB");
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}
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}
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}
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}
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/**
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* Loads floating point constants (aka uniforms) into the currently set GLSL program.
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* When constant_list == NULL, it will load all the constants.
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*/
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static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
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unsigned int max_constants, float* constants, GLhandleARB *constant_locations,
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struct list *constant_list) {
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local_constant* lconst;
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GLhandleARB tmp_loc;
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int i;
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if (!constant_list) {
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if (TRACE_ON(d3d_shader)) {
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for (i = 0; i < max_constants; ++i) {
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tmp_loc = constant_locations[i];
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if (tmp_loc != -1) {
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TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
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constants[i * 4 + 0], constants[i * 4 + 1],
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constants[i * 4 + 2], constants[i * 4 + 3]);
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}
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}
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}
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for (i = 0; i < max_constants; ++i) {
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tmp_loc = constant_locations[i];
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if (tmp_loc != -1) {
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
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}
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}
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checkGLcall("glUniform4fvARB()");
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} else {
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constant_entry *constant;
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if (TRACE_ON(d3d_shader)) {
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LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
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i = constant->idx;
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tmp_loc = constant_locations[i];
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if (tmp_loc != -1) {
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TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
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constants[i * 4 + 0], constants[i * 4 + 1],
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constants[i * 4 + 2], constants[i * 4 + 3]);
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}
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}
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}
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LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
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i = constant->idx;
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tmp_loc = constant_locations[i];
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if (tmp_loc != -1) {
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
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}
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}
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checkGLcall("glUniform4fvARB()");
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}
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/* Load immediate constants */
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if (TRACE_ON(d3d_shader)) {
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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tmp_loc = constant_locations[lconst->idx];
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if (tmp_loc != -1) {
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GLfloat* values = (GLfloat*)lconst->value;
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TRACE("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
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values[0], values[1], values[2], values[3]);
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}
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}
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}
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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tmp_loc = constant_locations[lconst->idx];
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if (tmp_loc != -1) {
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value));
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}
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}
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checkGLcall("glUniform4fvARB()");
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}
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/**
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* Loads integer constants (aka uniforms) into the currently set GLSL program.
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* When @constants_set == NULL, it will load all the constants.
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*/
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void shader_glsl_load_constantsI(
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IWineD3DBaseShaderImpl* This,
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WineD3D_GL_Info *gl_info,
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GLhandleARB programId,
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unsigned max_constants,
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int* constants,
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BOOL* constants_set) {
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GLhandleARB tmp_loc;
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int i;
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char tmp_name[8];
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char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
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const char* prefix = is_pshader? "PI":"VI";
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struct list* ptr;
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for (i=0; i<max_constants; ++i) {
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if (NULL == constants_set || constants_set[i]) {
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TRACE("Loading constants %i: %i, %i, %i, %i\n",
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i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
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/* TODO: Benchmark and see if it would be beneficial to store the
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* locations of the constants to avoid looking up each time */
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snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
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tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
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if (tmp_loc != -1) {
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform4ivARB(tmp_loc, 1, &constants[i*4]));
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checkGLcall("glUniform4ivARB");
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}
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}
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}
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/* Load immediate constants */
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ptr = list_head(&This->baseShader.constantsI);
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while (ptr) {
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local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
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unsigned int idx = lconst->idx;
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GLint* values = (GLint*) lconst->value;
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TRACE("Loading local constants %i: %i, %i, %i, %i\n", idx,
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values[0], values[1], values[2], values[3]);
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snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
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tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
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if (tmp_loc != -1) {
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform4ivARB(tmp_loc, 1, values));
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checkGLcall("glUniform4ivARB");
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}
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ptr = list_next(&This->baseShader.constantsI, ptr);
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}
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}
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/**
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* Loads boolean constants (aka uniforms) into the currently set GLSL program.
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* When @constants_set == NULL, it will load all the constants.
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*/
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void shader_glsl_load_constantsB(
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IWineD3DBaseShaderImpl* This,
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WineD3D_GL_Info *gl_info,
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GLhandleARB programId,
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unsigned max_constants,
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BOOL* constants,
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BOOL* constants_set) {
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GLhandleARB tmp_loc;
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int i;
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char tmp_name[8];
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char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
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const char* prefix = is_pshader? "PB":"VB";
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struct list* ptr;
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for (i=0; i<max_constants; ++i) {
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if (NULL == constants_set || constants_set[i]) {
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TRACE("Loading constants %i: %i;\n", i, constants[i*4]);
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/* TODO: Benchmark and see if it would be beneficial to store the
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* locations of the constants to avoid looking up each time */
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snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
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tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
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if (tmp_loc != -1) {
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i*4]));
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checkGLcall("glUniform1ivARB");
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}
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}
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}
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/* Load immediate constants */
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ptr = list_head(&This->baseShader.constantsB);
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while (ptr) {
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local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
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unsigned int idx = lconst->idx;
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GLint* values = (GLint*) lconst->value;
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TRACE("Loading local constants %i: %i\n", idx, values[0]);
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snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
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tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
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if (tmp_loc != -1) {
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
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checkGLcall("glUniform1ivARB");
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}
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ptr = list_next(&This->baseShader.constantsB, ptr);
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}
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}
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/**
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* Loads the app-supplied constants into the currently set GLSL program.
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*/
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void shader_glsl_load_constants(
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IWineD3DDevice* device,
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char usePixelShader,
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char useVertexShader) {
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
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IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
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WineD3D_GL_Info *gl_info = &((IWineD3DImpl*) deviceImpl->wineD3D)->gl_info;
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GLhandleARB *constant_locations;
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struct list *constant_list;
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GLhandleARB programId;
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if (!stateBlock->glsl_program) {
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/* No GLSL program set - nothing to do. */
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return;
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}
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programId = stateBlock->glsl_program->programId;
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if (useVertexShader) {
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IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
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IWineD3DVertexShaderImpl* vshader_impl = (IWineD3DVertexShaderImpl*) vshader;
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GLint pos;
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IWineD3DVertexDeclarationImpl* vertexDeclaration =
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(IWineD3DVertexDeclarationImpl*) vshader_impl->vertexDeclaration;
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constant_locations = stateBlock->glsl_program->vuniformF_locations;
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constant_list = &stateBlock->set_vconstantsF;
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if (NULL != vertexDeclaration && NULL != vertexDeclaration->constants) {
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/* Load DirectX 8 float constants/uniforms for vertex shader */
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shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
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vertexDeclaration->constants, constant_locations, NULL);
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}
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/* Load DirectX 9 float constants/uniforms for vertex shader */
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shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
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stateBlock->vertexShaderConstantF, constant_locations, constant_list);
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/* Load DirectX 9 integer constants/uniforms for vertex shader */
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shader_glsl_load_constantsI(vshader, gl_info, programId, MAX_CONST_I,
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stateBlock->vertexShaderConstantI,
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stateBlock->set.vertexShaderConstantsI);
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/* Load DirectX 9 boolean constants/uniforms for vertex shader */
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shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
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stateBlock->vertexShaderConstantB,
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stateBlock->set.vertexShaderConstantsB);
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/* Upload the position fixup params */
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pos = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
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checkGLcall("glGetUniformLocationARB");
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GL_EXTCALL(glUniform4fvARB(pos, 1, &deviceImpl->posFixup[0]));
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checkGLcall("glUniform4fvARB");
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}
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if (usePixelShader) {
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IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
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constant_locations = stateBlock->glsl_program->puniformF_locations;
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constant_list = &stateBlock->set_pconstantsF;
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/* Load pixel shader samplers */
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shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*) stateBlock);
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/* Load DirectX 9 float constants/uniforms for pixel shader */
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shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
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stateBlock->pixelShaderConstantF, constant_locations, constant_list);
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/* Load DirectX 9 integer constants/uniforms for pixel shader */
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shader_glsl_load_constantsI(pshader, gl_info, programId, MAX_CONST_I,
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stateBlock->pixelShaderConstantI,
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stateBlock->set.pixelShaderConstantsI);
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/* Load DirectX 9 boolean constants/uniforms for pixel shader */
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shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
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stateBlock->pixelShaderConstantB,
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stateBlock->set.pixelShaderConstantsB);
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}
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}
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/** Generate the variable & register declarations for the GLSL output target */
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void shader_generate_glsl_declarations(
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IWineD3DBaseShader *iface,
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shader_reg_maps* reg_maps,
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SHADER_BUFFER* buffer,
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WineD3D_GL_Info* gl_info) {
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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int i;
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/* There are some minor differences between pixel and vertex shaders */
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char pshader = shader_is_pshader_version(This->baseShader.hex_version);
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char prefix = pshader ? 'P' : 'V';
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/* Prototype the subroutines */
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for (i = 0; i < This->baseShader.limits.label; i++) {
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if (reg_maps->labels[i])
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shader_addline(buffer, "void subroutine%lu();\n", i);
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}
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/* Declare the constants (aka uniforms) */
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if (This->baseShader.limits.constant_float > 0) {
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unsigned max_constantsF = min(This->baseShader.limits.constant_float,
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(pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
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shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
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}
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if (This->baseShader.limits.constant_int > 0)
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shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
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if (This->baseShader.limits.constant_bool > 0)
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shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
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if(!pshader)
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shader_addline(buffer, "uniform vec4 posFixup;\n");
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/* Declare texture samplers */
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for (i = 0; i < This->baseShader.limits.sampler; i++) {
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if (reg_maps->samplers[i]) {
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DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
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switch (stype) {
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case WINED3DSTT_1D:
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shader_addline(buffer, "uniform sampler1D %csampler%lu;\n", prefix, i);
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break;
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case WINED3DSTT_2D:
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shader_addline(buffer, "uniform sampler2D %csampler%lu;\n", prefix, i);
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break;
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case WINED3DSTT_CUBE:
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shader_addline(buffer, "uniform samplerCube %csampler%lu;\n", prefix, i);
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break;
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case WINED3DSTT_VOLUME:
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shader_addline(buffer, "uniform sampler3D %csampler%lu;\n", prefix, i);
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break;
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default:
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shader_addline(buffer, "uniform unsupported_sampler %csampler%lu;\n", prefix, i);
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FIXME("Unrecognized sampler type: %#x\n", stype);
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break;
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}
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}
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}
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/* Declare address variables */
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for (i = 0; i < This->baseShader.limits.address; i++) {
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if (reg_maps->address[i])
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shader_addline(buffer, "ivec4 A%d;\n", i);
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}
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/* Declare texture coordinate temporaries and initialize them */
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for (i = 0; i < This->baseShader.limits.texcoord; i++) {
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if (reg_maps->texcoord[i])
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shader_addline(buffer, "vec4 T%lu = gl_TexCoord[%lu];\n", i, i);
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}
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/* Declare input register temporaries */
|
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for (i=0; i < This->baseShader.limits.packed_input; i++) {
|
|
if (reg_maps->packed_input[i])
|
|
shader_addline(buffer, "vec4 IN%lu;\n", i);
|
|
}
|
|
|
|
/* Declare output register temporaries */
|
|
for (i = 0; i < This->baseShader.limits.packed_output; i++) {
|
|
if (reg_maps->packed_output[i])
|
|
shader_addline(buffer, "vec4 OUT%lu;\n", i);
|
|
}
|
|
|
|
/* Declare temporary variables */
|
|
for(i = 0; i < This->baseShader.limits.temporary; i++) {
|
|
if (reg_maps->temporary[i])
|
|
shader_addline(buffer, "vec4 R%lu;\n", i);
|
|
}
|
|
|
|
/* Declare attributes */
|
|
for (i = 0; i < This->baseShader.limits.attributes; i++) {
|
|
if (reg_maps->attributes[i])
|
|
shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
|
|
}
|
|
|
|
/* Declare loop register aL */
|
|
if (reg_maps->loop) {
|
|
shader_addline(buffer, "int aL;\n");
|
|
shader_addline(buffer, "int tmpInt;\n");
|
|
}
|
|
|
|
/* Temporary variables for matrix operations */
|
|
shader_addline(buffer, "vec4 tmp0;\n");
|
|
shader_addline(buffer, "vec4 tmp1;\n");
|
|
|
|
/* Start the main program */
|
|
shader_addline(buffer, "void main() {\n");
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* Functions to generate GLSL strings from DirectX Shader bytecode begin here.
|
|
*
|
|
* For more information, see http://wiki.winehq.org/DirectX-Shaders
|
|
****************************************************************************/
|
|
|
|
/* Prototypes */
|
|
static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
|
|
const DWORD addr_token, char *reg_name, char *swizzle, char *out_str);
|
|
|
|
/** Used for opcode modifiers - They multiply the result by the specified amount */
|
|
static const char * const shift_glsl_tab[] = {
|
|
"", /* 0 (none) */
|
|
"2.0 * ", /* 1 (x2) */
|
|
"4.0 * ", /* 2 (x4) */
|
|
"8.0 * ", /* 3 (x8) */
|
|
"16.0 * ", /* 4 (x16) */
|
|
"32.0 * ", /* 5 (x32) */
|
|
"", /* 6 (x64) */
|
|
"", /* 7 (x128) */
|
|
"", /* 8 (d256) */
|
|
"", /* 9 (d128) */
|
|
"", /* 10 (d64) */
|
|
"", /* 11 (d32) */
|
|
"0.0625 * ", /* 12 (d16) */
|
|
"0.125 * ", /* 13 (d8) */
|
|
"0.25 * ", /* 14 (d4) */
|
|
"0.5 * " /* 15 (d2) */
|
|
};
|
|
|
|
/** Print the beginning of the generated GLSL string. example: "reg_name.xyzw = vec4("
|
|
* Will also change the reg_mask if necessary (not all register types are equal in DX vs GL) */
|
|
static void shader_glsl_add_dst(DWORD param, const char* reg_name, char* reg_mask, char* outStr) {
|
|
|
|
int shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
|
|
char cast[6];
|
|
|
|
if ((shader_get_regtype(param) == WINED3DSPR_RASTOUT)
|
|
&& ((param & WINED3DSP_REGNUM_MASK) != 0)) {
|
|
/* gl_FogFragCoord or glPointSize - both floats */
|
|
strcpy(cast, "float");
|
|
strcpy(reg_mask, "");
|
|
|
|
} else if (reg_name[0] == 'A') {
|
|
/* Address register for vertex shaders (ivec4) */
|
|
strcpy(cast, "ivec4");
|
|
|
|
} else {
|
|
/* Everything else should be a 4 component float vector */
|
|
strcpy(cast, "vec4");
|
|
}
|
|
|
|
sprintf(outStr, "%s%s = %s%s(", reg_name, reg_mask, shift_glsl_tab[shift], cast);
|
|
}
|
|
|
|
/* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
|
|
static void shader_glsl_gen_modifier (
|
|
const DWORD instr,
|
|
const char *in_reg,
|
|
const char *in_regswizzle,
|
|
char *out_str) {
|
|
|
|
out_str[0] = 0;
|
|
|
|
if (instr == WINED3DSIO_TEXKILL)
|
|
return;
|
|
|
|
switch (instr & WINED3DSP_SRCMOD_MASK) {
|
|
case WINED3DSPSM_NONE:
|
|
sprintf(out_str, "%s%s", in_reg, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_NEG:
|
|
sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_NOT:
|
|
sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_BIAS:
|
|
sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_BIASNEG:
|
|
sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_SIGN:
|
|
sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_SIGNNEG:
|
|
sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_COMP:
|
|
sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_X2:
|
|
sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_X2NEG:
|
|
sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_DZ: /* reg1_db = { reg1.r/b, reg1.g/b, ...} The g & a components are undefined, so we'll leave them alone */
|
|
sprintf(out_str, "vec4(%s.r / %s.b, %s.g / %s.b, %s.b, %s.a)", in_reg, in_reg, in_reg, in_reg, in_reg, in_reg);
|
|
break;
|
|
case WINED3DSPSM_DW:
|
|
sprintf(out_str, "vec4(%s.r / %s.a, %s.g / %s.a, %s.b, %s.a)", in_reg, in_reg, in_reg, in_reg, in_reg, in_reg);
|
|
break;
|
|
case WINED3DSPSM_ABS:
|
|
sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
|
|
break;
|
|
case WINED3DSPSM_ABSNEG:
|
|
sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
|
|
break;
|
|
default:
|
|
FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
|
|
sprintf(out_str, "%s%s", in_reg, in_regswizzle);
|
|
}
|
|
}
|
|
|
|
/** Writes the GLSL variable name that corresponds to the register that the
|
|
* DX opcode parameter is trying to access */
|
|
static void shader_glsl_get_register_name(
|
|
const DWORD param,
|
|
const DWORD addr_token,
|
|
char* regstr,
|
|
BOOL* is_color,
|
|
SHADER_OPCODE_ARG* arg) {
|
|
|
|
/* oPos, oFog and oPts in D3D */
|
|
static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
|
|
|
|
DWORD reg = param & WINED3DSP_REGNUM_MASK;
|
|
DWORD regtype = shader_get_regtype(param);
|
|
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
|
|
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
|
WineD3D_GL_Info* gl_info = &((IWineD3DImpl*)deviceImpl->wineD3D)->gl_info;
|
|
|
|
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
|
|
char tmpStr[50];
|
|
|
|
*is_color = FALSE;
|
|
|
|
switch (regtype) {
|
|
case WINED3DSPR_TEMP:
|
|
sprintf(tmpStr, "R%u", reg);
|
|
break;
|
|
case WINED3DSPR_INPUT:
|
|
if (pshader) {
|
|
/* Pixel shaders >= 3.0 */
|
|
if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
|
|
sprintf(tmpStr, "IN%u", reg);
|
|
else {
|
|
if (reg==0)
|
|
strcpy(tmpStr, "gl_Color");
|
|
else
|
|
strcpy(tmpStr, "gl_SecondaryColor");
|
|
}
|
|
} else {
|
|
if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
|
|
*is_color = TRUE;
|
|
sprintf(tmpStr, "attrib%u", reg);
|
|
}
|
|
break;
|
|
case WINED3DSPR_CONST:
|
|
{
|
|
const char* prefix = pshader? "PC":"VC";
|
|
|
|
/* Relative addressing */
|
|
if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
|
|
|
|
/* Relative addressing on shaders 2.0+ have a relative address token,
|
|
* prior to that, it was hard-coded as "A0.x" because there's only 1 register */
|
|
if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
|
|
char relStr[100], relReg[50], relMask[6];
|
|
shader_glsl_add_src_param(arg, addr_token, 0, relReg, relMask, relStr);
|
|
sprintf(tmpStr, "%s[%s + %u]", prefix, relStr, reg);
|
|
} else
|
|
sprintf(tmpStr, "%s[A0.x + %u]", prefix, reg);
|
|
|
|
} else
|
|
sprintf(tmpStr, "%s[%u]", prefix, reg);
|
|
|
|
break;
|
|
}
|
|
case WINED3DSPR_CONSTINT:
|
|
if (pshader)
|
|
sprintf(tmpStr, "PI[%u]", reg);
|
|
else
|
|
sprintf(tmpStr, "VI[%u]", reg);
|
|
break;
|
|
case WINED3DSPR_CONSTBOOL:
|
|
if (pshader)
|
|
sprintf(tmpStr, "PB[%u]", reg);
|
|
else
|
|
sprintf(tmpStr, "VB[%u]", reg);
|
|
break;
|
|
case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
|
|
if (pshader) {
|
|
sprintf(tmpStr, "T%u", reg);
|
|
} else {
|
|
sprintf(tmpStr, "A%u", reg);
|
|
}
|
|
break;
|
|
case WINED3DSPR_LOOP:
|
|
sprintf(tmpStr, "aL");
|
|
break;
|
|
case WINED3DSPR_SAMPLER:
|
|
if (pshader)
|
|
sprintf(tmpStr, "Psampler%u", reg);
|
|
else
|
|
sprintf(tmpStr, "Vsampler%u", reg);
|
|
break;
|
|
case WINED3DSPR_COLOROUT:
|
|
if (reg >= GL_LIMITS(buffers)) {
|
|
WARN("Write to render target %u, only %d supported\n", reg, 4);
|
|
}
|
|
if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
|
|
sprintf(tmpStr, "gl_FragData[%u]", reg);
|
|
} else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
|
|
sprintf(tmpStr, "gl_FragColor");
|
|
}
|
|
break;
|
|
case WINED3DSPR_RASTOUT:
|
|
sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
|
|
break;
|
|
case WINED3DSPR_DEPTHOUT:
|
|
sprintf(tmpStr, "gl_FragDepth");
|
|
break;
|
|
case WINED3DSPR_ATTROUT:
|
|
if (reg == 0) {
|
|
sprintf(tmpStr, "gl_FrontColor");
|
|
} else {
|
|
sprintf(tmpStr, "gl_FrontSecondaryColor");
|
|
}
|
|
break;
|
|
case WINED3DSPR_TEXCRDOUT:
|
|
/* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
|
|
if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
|
|
sprintf(tmpStr, "OUT%u", reg);
|
|
else
|
|
sprintf(tmpStr, "gl_TexCoord[%u]", reg);
|
|
break;
|
|
default:
|
|
FIXME("Unhandled register name Type(%d)\n", regtype);
|
|
sprintf(tmpStr, "unrecognized_register");
|
|
break;
|
|
}
|
|
|
|
strcat(regstr, tmpStr);
|
|
}
|
|
|
|
/* Get the GLSL write mask for the destination register */
|
|
static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
|
|
char *ptr = write_mask;
|
|
DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
|
|
|
|
/* gl_FogFragCoord and glPointSize are floats, fixup the write mask. */
|
|
if ((shader_get_regtype(param) == WINED3DSPR_RASTOUT) && ((param & WINED3DSP_REGNUM_MASK) != 0)) {
|
|
mask = WINED3DSP_WRITEMASK_0;
|
|
} else {
|
|
if (mask != WINED3DSP_WRITEMASK_ALL) {
|
|
*ptr++ = '.';
|
|
if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
|
|
if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
|
|
if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
|
|
if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
|
|
}
|
|
}
|
|
|
|
*ptr = '\0';
|
|
|
|
return mask;
|
|
}
|
|
|
|
static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) {
|
|
/* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
|
|
* but addressed as "rgba". To fix this we need to swap the register's x
|
|
* and z components. */
|
|
const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
|
|
char *ptr = swizzle_str;
|
|
|
|
/* swizzle bits fields: wwzzyyxx */
|
|
DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
|
|
DWORD swizzle_x = swizzle & 0x03;
|
|
DWORD swizzle_y = (swizzle >> 2) & 0x03;
|
|
DWORD swizzle_z = (swizzle >> 4) & 0x03;
|
|
DWORD swizzle_w = (swizzle >> 6) & 0x03;
|
|
|
|
/* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
|
|
* generate a swizzle string. Unless we need to our own swizzling. */
|
|
if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
|
|
*ptr++ = '.';
|
|
if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
|
|
*ptr++ = swizzle_chars[swizzle_x];
|
|
} else {
|
|
*ptr++ = swizzle_chars[swizzle_x];
|
|
*ptr++ = swizzle_chars[swizzle_y];
|
|
*ptr++ = swizzle_chars[swizzle_z];
|
|
*ptr++ = swizzle_chars[swizzle_w];
|
|
}
|
|
}
|
|
|
|
*ptr = '\0';
|
|
}
|
|
|
|
/* From a given parameter token, generate the corresponding GLSL string.
|
|
* Also, return the actual register name and swizzle in case the
|
|
* caller needs this information as well. */
|
|
static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
|
|
const DWORD addr_token, char *reg_name, char *swizzle, char *out_str) {
|
|
BOOL is_color = FALSE;
|
|
swizzle[0] = reg_name[0] = out_str[0] = 0;
|
|
|
|
shader_glsl_get_register_name(param, addr_token, reg_name, &is_color, arg);
|
|
|
|
shader_glsl_get_swizzle(param, is_color, swizzle);
|
|
shader_glsl_gen_modifier(param, reg_name, swizzle, out_str);
|
|
}
|
|
|
|
/* From a given parameter token, generate the corresponding GLSL string.
|
|
* Also, return the actual register name and swizzle in case the
|
|
* caller needs this information as well. */
|
|
static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param,
|
|
const DWORD addr_token, char *reg_name, char *write_mask, char *out_str) {
|
|
BOOL is_color = FALSE;
|
|
DWORD mask;
|
|
write_mask[0] = reg_name[0] = out_str[0] = 0;
|
|
|
|
shader_glsl_get_register_name(param, addr_token, reg_name, &is_color, arg);
|
|
|
|
mask = shader_glsl_get_write_mask(param, write_mask);
|
|
sprintf(out_str, "%s%s", reg_name, write_mask);
|
|
|
|
return mask;
|
|
}
|
|
|
|
/** Process GLSL instruction modifiers */
|
|
void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
|
|
|
|
DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
|
|
|
|
if (arg->opcode->dst_token && mask != 0) {
|
|
char dst_reg[50];
|
|
char dst_mask[6];
|
|
char dst_str[100];
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
|
|
if (mask & WINED3DSPDM_SATURATE) {
|
|
/* _SAT means to clamp the value of the register to between 0 and 1 */
|
|
shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_reg, dst_mask, dst_reg, dst_mask);
|
|
}
|
|
if (mask & WINED3DSPDM_MSAMPCENTROID) {
|
|
FIXME("_centroid modifier not handled\n");
|
|
}
|
|
if (mask & WINED3DSPDM_PARTIALPRECISION) {
|
|
/* MSDN says this modifier can be safely ignored, so that's what we'll do. */
|
|
}
|
|
}
|
|
}
|
|
|
|
static inline const char* shader_get_comp_op(
|
|
const DWORD opcode) {
|
|
|
|
DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
|
|
switch (op) {
|
|
case COMPARISON_GT: return ">";
|
|
case COMPARISON_EQ: return "==";
|
|
case COMPARISON_GE: return ">=";
|
|
case COMPARISON_LT: return "<";
|
|
case COMPARISON_NE: return "!=";
|
|
case COMPARISON_LE: return "<=";
|
|
default:
|
|
FIXME("Unrecognized comparison value: %u\n", op);
|
|
return "(\?\?)";
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg) {
|
|
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
|
DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
|
|
const char sampler_prefix = shader_is_pshader_version(This->baseShader.hex_version) ? 'P' : 'V';
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
|
|
if(deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) {
|
|
/* Note that there's no such thing as a projected cube texture. */
|
|
switch(sampler_type) {
|
|
case WINED3DSTT_2D:
|
|
shader_addline(buffer, "%s = texture2DProj(%csampler%u, %s);\n", dst_str, sampler_prefix, sampler_idx, coord_reg);
|
|
break;
|
|
case WINED3DSTT_VOLUME:
|
|
shader_addline(buffer, "%s = texture3DProj(%csampler%u, %s);\n", dst_str, sampler_prefix, sampler_idx, coord_reg);
|
|
break;
|
|
default:
|
|
shader_addline(buffer, "%s = unrecognized_stype(%csampler%u, %s);\n", dst_str, sampler_prefix, sampler_idx, coord_reg);
|
|
FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
|
|
break;
|
|
}
|
|
} else {
|
|
switch(sampler_type) {
|
|
case WINED3DSTT_2D:
|
|
shader_addline(buffer, "%s = texture2D(%csampler%u, %s.xy);\n", dst_str, sampler_prefix, sampler_idx, coord_reg);
|
|
break;
|
|
case WINED3DSTT_CUBE:
|
|
shader_addline(buffer, "%s = textureCube(%csampler%u, %s.xyz);\n", dst_str, sampler_prefix, sampler_idx, coord_reg);
|
|
break;
|
|
case WINED3DSTT_VOLUME:
|
|
shader_addline(buffer, "%s = texture3D(%csampler%u, %s.xyz);\n", dst_str, sampler_prefix, sampler_idx, coord_reg);
|
|
break;
|
|
default:
|
|
shader_addline(buffer, "%s = unrecognized_stype(%csampler%u, %s);\n", dst_str, sampler_prefix, sampler_idx, coord_reg);
|
|
FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*****************************************************************************
|
|
*
|
|
* Begin processing individual instruction opcodes
|
|
*
|
|
****************************************************************************/
|
|
|
|
/* Generate GLSL arithmetic functions (dst = src1 + src2) */
|
|
void shader_glsl_arith(SHADER_OPCODE_ARG* arg) {
|
|
|
|
CONST SHADER_OPCODE* curOpcode = arg->opcode;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
char tmpLine[256];
|
|
char dst_reg[50], src0_reg[50], src1_reg[50];
|
|
char dst_mask[6], src0_mask[6], src1_mask[6];
|
|
char dst_str[100], src0_str[100], src1_str[100];
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src1_reg, src1_mask, src1_str);
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
strcat(tmpLine, "vec4(");
|
|
strcat(tmpLine, src0_str);
|
|
strcat(tmpLine, ")");
|
|
|
|
/* Determine the GLSL operator to use based on the opcode */
|
|
switch (curOpcode->opcode) {
|
|
case WINED3DSIO_MUL: strcat(tmpLine, " * "); break;
|
|
case WINED3DSIO_ADD: strcat(tmpLine, " + "); break;
|
|
case WINED3DSIO_SUB: strcat(tmpLine, " - "); break;
|
|
default:
|
|
FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
|
|
break;
|
|
}
|
|
shader_addline(buffer, "%svec4(%s))%s;\n", tmpLine, src1_str, dst_mask);
|
|
}
|
|
|
|
/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
|
|
void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
|
|
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
char tmpLine[256];
|
|
char dst_str[100], src0_str[100];
|
|
char dst_reg[50], src0_reg[50];
|
|
char dst_mask[6], src0_mask[6];
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
shader_addline(buffer, "%s%s)%s;\n", tmpLine, src0_str, dst_mask);
|
|
}
|
|
|
|
/* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
|
|
void shader_glsl_dot(SHADER_OPCODE_ARG* arg) {
|
|
|
|
CONST SHADER_OPCODE* curOpcode = arg->opcode;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
char tmpDest[100];
|
|
char dst_str[100], src0_str[100], src1_str[100];
|
|
char dst_reg[50], src0_reg[50], src1_reg[50];
|
|
char dst_mask[6], src0_mask[6], src1_mask[6];
|
|
char cast[6];
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src1_reg, src1_mask, src1_str);
|
|
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpDest);
|
|
|
|
/* Need to cast the src vectors to vec3 for dp3, and vec4 for dp4 */
|
|
if (curOpcode->opcode == WINED3DSIO_DP4)
|
|
strcpy(cast, "vec4(");
|
|
else
|
|
strcpy(cast, "vec3(");
|
|
|
|
shader_addline(buffer, "%sdot(%s%s), %s%s)))%s;\n",
|
|
tmpDest, cast, src0_str, cast, src1_str, dst_mask);
|
|
}
|
|
|
|
/* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
|
|
void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
|
|
|
|
CONST SHADER_OPCODE* curOpcode = arg->opcode;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
char tmpLine[256];
|
|
char dst_str[100], src_str[100];
|
|
char dst_reg[50], src_reg[50];
|
|
char dst_mask[6], src_mask[6];
|
|
unsigned i;
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
|
|
/* Determine the GLSL function to use based on the opcode */
|
|
/* TODO: Possibly make this a table for faster lookups */
|
|
switch (curOpcode->opcode) {
|
|
case WINED3DSIO_MIN: strcat(tmpLine, "min"); break;
|
|
case WINED3DSIO_MAX: strcat(tmpLine, "max"); break;
|
|
case WINED3DSIO_RSQ: strcat(tmpLine, "inversesqrt"); break;
|
|
case WINED3DSIO_ABS: strcat(tmpLine, "abs"); break;
|
|
case WINED3DSIO_FRC: strcat(tmpLine, "fract"); break;
|
|
case WINED3DSIO_POW: strcat(tmpLine, "pow"); break;
|
|
case WINED3DSIO_CRS: strcat(tmpLine, "cross"); break;
|
|
case WINED3DSIO_NRM: strcat(tmpLine, "normalize"); break;
|
|
case WINED3DSIO_LOGP:
|
|
case WINED3DSIO_LOG: strcat(tmpLine, "log2"); break;
|
|
case WINED3DSIO_EXP: strcat(tmpLine, "exp2"); break;
|
|
case WINED3DSIO_SGE: strcat(tmpLine, "greaterThanEqual"); break;
|
|
case WINED3DSIO_SLT: strcat(tmpLine, "lessThan"); break;
|
|
case WINED3DSIO_SGN: strcat(tmpLine, "sign"); break;
|
|
default:
|
|
FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
|
|
break;
|
|
}
|
|
|
|
strcat(tmpLine, "(");
|
|
|
|
if (curOpcode->num_params > 0) {
|
|
strcat(tmpLine, "vec4(");
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_reg, src_mask, src_str);
|
|
strcat(tmpLine, src_str);
|
|
strcat(tmpLine, ")");
|
|
for (i = 2; i < curOpcode->num_params; ++i) {
|
|
strcat(tmpLine, ", vec4(");
|
|
shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], src_reg, src_mask, src_str);
|
|
strcat(tmpLine, src_str);
|
|
strcat(tmpLine, ")");
|
|
}
|
|
}
|
|
shader_addline(buffer, "%s))%s;\n", tmpLine, dst_mask);
|
|
|
|
}
|
|
|
|
/** Process the WINED3DSIO_EXPP instruction in GLSL:
|
|
* For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
|
|
* dst.x = 2^(floor(src))
|
|
* dst.y = src - floor(src)
|
|
* dst.z = 2^src (partial precision is allowed, but optional)
|
|
* dst.w = 1.0;
|
|
* For 2.0 shaders, just do this (honoring writemask and swizzle):
|
|
* dst = 2^src; (partial precision is allowed, but optional)
|
|
*/
|
|
void shader_glsl_expp(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char tmpLine[256];
|
|
char dst_str[100], src_str[100];
|
|
char dst_reg[50], src_reg[50];
|
|
char dst_mask[6], src_mask[6];
|
|
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
DWORD hex_version = This->baseShader.hex_version;
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_reg, src_mask, src_str);
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
|
|
if (hex_version < WINED3DPS_VERSION(2,0)) {
|
|
shader_addline(arg->buffer, "tmp0.x = vec4(exp2(floor(%s))).x;\n", src_str);
|
|
shader_addline(arg->buffer, "tmp0.y = vec4(%s - floor(%s)).y;\n", src_str, src_str);
|
|
shader_addline(arg->buffer, "tmp0.z = vec4(exp2(%s)).x;\n", src_str);
|
|
shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
|
|
shader_addline(arg->buffer, "%svec4(tmp0))%s;\n", tmpLine, dst_mask);
|
|
} else {
|
|
shader_addline(arg->buffer, "%svec4(exp2(%s)))%s;\n", tmpLine, src_str, dst_mask);
|
|
}
|
|
}
|
|
|
|
/** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
|
|
void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char tmpLine[256];
|
|
char dst_str[100], src_str[100];
|
|
char dst_reg[50], src_reg[50];
|
|
char dst_mask[6], src_mask[6];
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_reg, src_mask, src_str);
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
strcat(tmpLine, "1.0 / ");
|
|
shader_addline(arg->buffer, "%s%s)%s;\n", tmpLine, src_str, dst_mask);
|
|
}
|
|
|
|
/** Process signed comparison opcodes in GLSL. */
|
|
void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char tmpLine[256];
|
|
char dst_str[100], src0_str[100], src1_str[100];
|
|
char dst_reg[50], src0_reg[50], src1_reg[50];
|
|
char dst_mask[6], src0_mask[6], src1_mask[6];
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
|
|
/* If we are comparing vectors and not scalars, we should process this through map2gl using the GLSL functions. */
|
|
if (strlen(src0_mask) != 2) {
|
|
shader_glsl_map2gl(arg);
|
|
} else {
|
|
char compareStr[3];
|
|
compareStr[0] = 0;
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src1_reg, src1_mask, src1_str);
|
|
|
|
switch (arg->opcode->opcode) {
|
|
case WINED3DSIO_SLT: strcpy(compareStr, "<"); break;
|
|
case WINED3DSIO_SGE: strcpy(compareStr, ">="); break;
|
|
default:
|
|
FIXME("Can't handle opcode %s\n", arg->opcode->name);
|
|
}
|
|
shader_addline(arg->buffer, "%s(float(%s) %s float(%s)) ? 1.0 : 0.0)%s;\n",
|
|
tmpLine, src0_str, compareStr, src1_str, dst_mask);
|
|
}
|
|
}
|
|
|
|
/** Process CMP instruction in GLSL (dst = src0.x > 0.0 ? src1.x : src2.x), per channel */
|
|
void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char tmpLine[256];
|
|
char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
|
|
char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
|
|
char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src1_reg, src1_mask, src1_str);
|
|
shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], src2_reg, src2_mask, src2_str);
|
|
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
shader_addline(arg->buffer, "%smix(vec4(%s), vec4(%s), vec4(lessThan(vec4(%s), vec4(0.0)))))%s;\n",
|
|
tmpLine, src1_str, src2_str, src0_str, dst_mask);
|
|
}
|
|
|
|
/** Process the CND opcode in GLSL (dst = (src0 < 0.5) ? src1 : src2) */
|
|
void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char tmpLine[256];
|
|
char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
|
|
char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
|
|
char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src1_reg, src1_mask, src1_str);
|
|
shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], src2_reg, src2_mask, src2_str);
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
shader_addline(arg->buffer, "%s(%s < 0.5) ? %s : %s)%s;\n",
|
|
tmpLine, src0_str, src1_str, src2_str, dst_mask);
|
|
}
|
|
|
|
/** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
|
|
void shader_glsl_mad(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char tmpLine[256];
|
|
char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
|
|
char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
|
|
char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src1_reg, src1_mask, src1_str);
|
|
shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], src2_reg, src2_mask, src2_str);
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
|
|
shader_addline(arg->buffer, "%s(vec4(%s) * vec4(%s)) + vec4(%s))%s;\n",
|
|
tmpLine, src0_str, src1_str, src2_str, dst_mask);
|
|
}
|
|
|
|
/** Handles transforming all WINED3DSIO_M?x? opcodes for
|
|
Vertex shaders to GLSL codes */
|
|
void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
|
|
int i;
|
|
int nComponents = 0;
|
|
SHADER_OPCODE_ARG tmpArg;
|
|
|
|
memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
|
|
|
|
/* Set constants for the temporary argument */
|
|
tmpArg.shader = arg->shader;
|
|
tmpArg.buffer = arg->buffer;
|
|
tmpArg.src[0] = arg->src[0];
|
|
tmpArg.src_addr[0] = arg->src_addr[0];
|
|
tmpArg.src_addr[1] = arg->src_addr[1];
|
|
tmpArg.reg_maps = arg->reg_maps;
|
|
|
|
switch(arg->opcode->opcode) {
|
|
case WINED3DSIO_M4x4:
|
|
nComponents = 4;
|
|
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
|
|
break;
|
|
case WINED3DSIO_M4x3:
|
|
nComponents = 3;
|
|
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
|
|
break;
|
|
case WINED3DSIO_M3x4:
|
|
nComponents = 4;
|
|
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
|
|
break;
|
|
case WINED3DSIO_M3x3:
|
|
nComponents = 3;
|
|
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
|
|
break;
|
|
case WINED3DSIO_M3x2:
|
|
nComponents = 2;
|
|
tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
for (i = 0; i < nComponents; i++) {
|
|
tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
|
|
tmpArg.src[1] = arg->src[1]+i;
|
|
shader_glsl_dot(&tmpArg);
|
|
}
|
|
}
|
|
|
|
/**
|
|
The LRP instruction performs a component-wise linear interpolation
|
|
between the second and third operands using the first operand as the
|
|
blend factor. Equation: (dst = src2 * (src1 - src0) + src0)
|
|
*/
|
|
void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char tmpLine[256];
|
|
char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
|
|
char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
|
|
char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src1_reg, src1_mask, src1_str);
|
|
shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], src2_reg, src2_mask, src2_str);
|
|
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
|
|
shader_addline(arg->buffer, "%s%s + %s * (%s - %s))%s;\n",
|
|
tmpLine, src2_str, src0_str, src1_str, src2_str, dst_mask);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_LIT instruction in GLSL:
|
|
* dst.x = dst.w = 1.0
|
|
* dst.y = (src0.x > 0) ? src0.x
|
|
* dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
|
|
* where src.w is clamped at +- 128
|
|
*/
|
|
void shader_glsl_lit(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char dst_str[100], src0_str[100];
|
|
char dst_reg[50], src0_reg[50];
|
|
char dst_mask[6], src0_mask[6];
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
|
|
|
|
shader_addline(arg->buffer,
|
|
"%s = vec4(1.0, (%s.x > 0.0 ? %s.x : 0.0), (%s.x > 0.0 ? ((%s.y > 0.0) ? pow(%s.y, clamp(%s.w, -128.0, 128.0)) : 0.0) : 0.0), 1.0)%s;\n",
|
|
dst_str, src0_reg, src0_reg, src0_reg, src0_reg, src0_reg, src0_reg, dst_mask);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_DST instruction in GLSL:
|
|
* dst.x = 1.0
|
|
* dst.y = src0.x * src0.y
|
|
* dst.z = src0.z
|
|
* dst.w = src1.w
|
|
*/
|
|
void shader_glsl_dst(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char dst_str[100], src0_str[100], src1_str[100];
|
|
char dst_reg[50], src0_reg[50], src1_reg[50];
|
|
char dst_mask[6], src0_mask[6], src1_mask[6];
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src1_reg, src1_mask, src1_str);
|
|
|
|
shader_addline(arg->buffer, "%s = vec4(1.0, %s.x * %s.y, %s.z, %s.w)%s;\n",
|
|
dst_str, src0_reg, src1_reg, src0_reg, src1_reg, dst_mask);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_SINCOS instruction in GLSL:
|
|
* VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
|
|
* can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
|
|
*
|
|
* dst.x = cos(src0.?)
|
|
* dst.y = sin(src0.?)
|
|
* dst.z = dst.z
|
|
* dst.w = dst.w
|
|
*/
|
|
void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char dst_str[100], src0_str[100];
|
|
char dst_reg[50], src0_reg[50];
|
|
char dst_mask[6], src0_mask[6];
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
|
|
|
|
shader_addline(arg->buffer, "%s = vec4(cos(%s), sin(%s), %s.z, %s.w)%s;\n",
|
|
dst_str, src0_str, src0_str, dst_reg, dst_reg, dst_mask);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_LOOP instruction in GLSL:
|
|
* Start a for() loop where src0.y is the initial value of aL,
|
|
* increment aL by src0.z for a total of src0.x iterations.
|
|
* Need to use a temporary variable for this operation.
|
|
*/
|
|
void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char src1_str[100];
|
|
char src1_reg[50];
|
|
char src1_mask[6];
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src1_reg, src1_mask, src1_str);
|
|
|
|
shader_addline(arg->buffer, "for (tmpInt = 0, aL = %s.y; tmpInt < %s.x; tmpInt++, aL += %s.z) {\n",
|
|
src1_reg, src1_reg, src1_reg);
|
|
}
|
|
|
|
void shader_glsl_end(SHADER_OPCODE_ARG* arg) {
|
|
shader_addline(arg->buffer, "}\n");
|
|
}
|
|
|
|
void shader_glsl_rep(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char src0_str[100];
|
|
char src0_reg[50];
|
|
char src0_mask[6];
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
|
|
shader_addline(arg->buffer, "for (tmpInt = 0; tmpInt < %s.x; tmpInt++) {\n", src0_reg);
|
|
}
|
|
|
|
void shader_glsl_if(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char src0_str[100];
|
|
char src0_reg[50];
|
|
char src0_mask[6];
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
|
|
shader_addline(arg->buffer, "if (%s) {\n", src0_str);
|
|
}
|
|
|
|
void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char src0_str[100], src1_str[100];
|
|
char src0_reg[50], src1_reg[50];
|
|
char src0_mask[6], src1_mask[6];
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src1_reg, src1_mask, src1_str);
|
|
|
|
shader_addline(arg->buffer, "if (%s %s %s) {\n",
|
|
src0_str, shader_get_comp_op(arg->opcode_token), src1_str);
|
|
}
|
|
|
|
void shader_glsl_else(SHADER_OPCODE_ARG* arg) {
|
|
shader_addline(arg->buffer, "} else {\n");
|
|
}
|
|
|
|
void shader_glsl_break(SHADER_OPCODE_ARG* arg) {
|
|
shader_addline(arg->buffer, "break;\n");
|
|
}
|
|
|
|
void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char src0_str[100], src1_str[100];
|
|
char src0_reg[50], src1_reg[50];
|
|
char src0_mask[6], src1_mask[6];
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src1_reg, src1_mask, src1_str);
|
|
|
|
shader_addline(arg->buffer, "if (%s %s %s) break;\n",
|
|
src0_str, shader_get_comp_op(arg->opcode_token), src1_str);
|
|
}
|
|
|
|
void shader_glsl_label(SHADER_OPCODE_ARG* arg) {
|
|
|
|
DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
|
|
shader_addline(arg->buffer, "}\n");
|
|
shader_addline(arg->buffer, "void subroutine%lu () {\n", snum);
|
|
}
|
|
|
|
void shader_glsl_call(SHADER_OPCODE_ARG* arg) {
|
|
DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
|
|
shader_addline(arg->buffer, "subroutine%lu();\n", snum);
|
|
}
|
|
|
|
void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char src1_str[100];
|
|
char src1_reg[50];
|
|
char src1_mask[6];
|
|
|
|
DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src1_reg, src1_mask, src1_str);
|
|
shader_addline(arg->buffer, "if (%s) subroutine%lu();\n", src1_str, snum);
|
|
}
|
|
|
|
/*********************************************
|
|
* Pixel Shader Specific Code begins here
|
|
********************************************/
|
|
void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
|
|
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
|
|
DWORD hex_version = This->baseShader.hex_version;
|
|
|
|
char dst_str[100], dst_reg[50], dst_mask[6];
|
|
char coord_str[100], coord_reg[50], coord_mask[6];
|
|
|
|
/* All versions have a destination register */
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
|
|
/* 1.0-1.3: Use destination register as coordinate source.
|
|
1.4+: Use provided coordinate source register. */
|
|
if (hex_version < WINED3DPS_VERSION(1,4))
|
|
strcpy(coord_reg, dst_reg);
|
|
else
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], coord_reg, coord_mask, coord_str);
|
|
|
|
/* 1.0-1.4: Use destination register as sampler source.
|
|
* 2.0+: Use provided sampler source. */
|
|
if (hex_version < WINED3DPS_VERSION(2,0)) {
|
|
shader_glsl_sample(arg, arg->dst & WINED3DSP_REGNUM_MASK, dst_str, coord_reg);
|
|
} else {
|
|
shader_glsl_sample(arg, arg->src[1] & WINED3DSP_REGNUM_MASK, dst_str, coord_reg);
|
|
}
|
|
|
|
}
|
|
|
|
void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
|
|
|
|
/* FIXME: Make this work for more than just 2D textures */
|
|
|
|
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
DWORD hex_version = This->baseShader.hex_version;
|
|
|
|
char tmpStr[100];
|
|
char tmpReg[50];
|
|
char tmpMask[6];
|
|
tmpReg[0] = 0;
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, tmpReg, tmpMask, tmpStr);
|
|
|
|
if (hex_version != WINED3DPS_VERSION(1,4)) {
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
shader_addline(buffer, "%s = clamp(gl_TexCoord[%u], 0.0, 1.0);\n", tmpReg, reg);
|
|
} else {
|
|
DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK;
|
|
shader_addline(buffer, "%s = gl_TexCoord[%u]%s;\n", tmpStr, reg2, tmpMask);
|
|
}
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
|
|
* Take a 3-component dot product of the TexCoord[dstreg] and src,
|
|
* then perform a 1D texture lookup from stage dstregnum, place into dst. */
|
|
void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) {
|
|
|
|
DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
char src0_str[100], dst_str[100];
|
|
char src0_name[50], dst_name[50];
|
|
char src0_mask[6], dst_mask[6];
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_name, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str);
|
|
|
|
shader_addline(arg->buffer, "tmp0.x = dot(vec3(gl_TexCoord[%u]), vec3(%s));\n", dstreg, src0_str);
|
|
shader_addline(arg->buffer, "%s = vec4(texture1D(Psampler%u, tmp0.x))%s;\n", dst_str, dstreg, dst_mask);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
|
|
* Take a 3-component dot product of the TexCoord[dstreg] and src. */
|
|
void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) {
|
|
|
|
DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
char src0_str[100], dst_str[100];
|
|
char src0_name[50], dst_name[50];
|
|
char src0_mask[6], dst_mask[6];
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_name, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str);
|
|
|
|
shader_addline(arg->buffer, "%s = vec4(dot(vec3(T%u), vec3(%s)))%s;\n",
|
|
dst_str, dstreg, src0_str, dst_mask);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
|
|
* Calculate the depth as dst.x / dst.y */
|
|
void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char dst_str[100];
|
|
char dst_reg[50];
|
|
char dst_mask[6];
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
|
|
shader_addline(arg->buffer, "gl_FragDepth = %s.x / %s.y;\n", dst_reg, dst_reg);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
|
|
* Last row of a 3x2 matrix multiply, use the result to calculate the depth:
|
|
* Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
|
|
* depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
|
|
*/
|
|
void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) {
|
|
|
|
DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
char src0_str[100], dst_str[100];
|
|
char src0_name[50], dst_name[50];
|
|
char src0_mask[6], dst_mask[6];
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_name, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str);
|
|
|
|
shader_addline(arg->buffer, "tmp0.y = dot(vec3(T%u), vec3(%s));\n", dstreg, src0_str);
|
|
shader_addline(arg->buffer, "gl_FragDepth = vec4((tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y)%s;\n", dst_str, dst_name);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
|
|
* Calculate the 1st of a 2-row matrix multiplication. */
|
|
void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) {
|
|
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
char src0_str[100];
|
|
char src0_name[50];
|
|
char src0_mask[6];
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str);
|
|
shader_addline(buffer, "tmp0.x = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
|
|
* Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
|
|
void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) {
|
|
|
|
IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
|
|
char src0_str[100];
|
|
char src0_name[50];
|
|
char src0_mask[6];
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str);
|
|
shader_addline(buffer, "tmp0.%c = dot(vec3(T%u), vec3(%s));\n", 'x' + current_state->current_row, reg, src0_str);
|
|
current_state->texcoord_w[current_state->current_row++] = reg;
|
|
}
|
|
|
|
void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
|
|
char dst_str[8];
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
char src0_str[100];
|
|
char src0_name[50];
|
|
char src0_mask[6];
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str);
|
|
shader_addline(buffer, "tmp0.y = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
|
|
|
|
/* Sample the texture using the calculated coordinates */
|
|
sprintf(dst_str, "T%u", reg);
|
|
shader_glsl_sample(arg, reg, dst_str, "tmp0");
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
|
|
* Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
|
|
void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
|
|
char dst_str[8];
|
|
char src0_str[100];
|
|
char src0_name[50];
|
|
char src0_mask[6];
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str);
|
|
shader_addline(arg->buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
|
|
|
|
/* Sample the texture using the calculated coordinates */
|
|
sprintf(dst_str, "T%u", reg);
|
|
shader_glsl_sample(arg, reg, dst_str, "tmp0");
|
|
current_state->current_row = 0;
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
|
|
* Perform the 3rd row of a 3x3 matrix multiply */
|
|
void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char src0_str[100];
|
|
char src0_name[50];
|
|
char src0_mask[6];
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str);
|
|
|
|
shader_addline(arg->buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
|
|
shader_addline(arg->buffer, "T%u = vec4(tmp0.x, tmp0.y, tmp0.z, 1.0);\n", reg);
|
|
current_state->current_row = 0;
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
|
|
* Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
|
|
void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
|
|
|
|
IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
char dimensions[5];
|
|
char dst_str[8];
|
|
char src0_str[100], src0_name[50], src0_mask[6];
|
|
char src1_str[100], src1_name[50], src1_mask[6];
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
|
|
DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
|
|
|
|
switch (stype) {
|
|
case WINED3DSTT_2D: strcpy(dimensions, "2D"); break;
|
|
case WINED3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
|
|
case WINED3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
|
|
default:
|
|
strcpy(dimensions, "");
|
|
FIXME("Unrecognized sampler type: %#x\n", stype);
|
|
break;
|
|
}
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src1_name, src1_mask, src1_str);
|
|
|
|
/* Perform the last matrix multiply operation */
|
|
shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
|
|
|
|
/* Calculate reflection vector */
|
|
shader_addline(buffer, "tmp0.xyz = reflect(-vec3(%s), vec3(tmp0));\n", src1_str);
|
|
|
|
/* Sample the texture */
|
|
sprintf(dst_str, "T%u", reg);
|
|
shader_glsl_sample(arg, reg, dst_str, "tmp0");
|
|
current_state->current_row = 0;
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
|
|
* Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
|
|
void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
|
|
|
|
IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
|
|
char dst_str[8];
|
|
char src0_str[100], src0_name[50], src0_mask[6];
|
|
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str);
|
|
|
|
/* Perform the last matrix multiply operation */
|
|
shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
|
|
|
|
/* Construct the eye-ray vector from w coordinates */
|
|
shader_addline(buffer, "tmp1.x = gl_TexCoord[%u].w;\n", current_state->texcoord_w[0]);
|
|
shader_addline(buffer, "tmp1.y = gl_TexCoord[%u].w;\n", current_state->texcoord_w[1]);
|
|
shader_addline(buffer, "tmp1.z = gl_TexCoord[%u].w;\n", reg);
|
|
|
|
/* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
|
|
shader_addline(buffer, "tmp0.x = dot(vec3(tmp0), vec3(tmp1));\n");
|
|
shader_addline(buffer, "tmp0 = tmp0.w * tmp0;\n");
|
|
shader_addline(buffer, "tmp0 = (2.0 * tmp0) - tmp1;\n");
|
|
|
|
/* Sample the texture using the calculated coordinates */
|
|
sprintf(dst_str, "T%u", reg);
|
|
shader_glsl_sample(arg, reg, dst_str, "tmp0");
|
|
current_state->current_row = 0;
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXBEM instruction in GLSL.
|
|
* Apply a fake bump map transform.
|
|
* FIXME: Should apply the BUMPMAPENV matrix. For now, just sample the texture */
|
|
void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
|
|
|
|
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
|
|
DWORD reg2 = arg->src[0] & WINED3DSP_REGNUM_MASK;
|
|
|
|
FIXME("Not applying the BUMPMAPENV matrix for pixel shader instruction texbem.\n");
|
|
shader_addline(arg->buffer, "T%u = texture2D(Psampler%u, gl_TexCoord[%u].xy + T%u.xy);\n",
|
|
reg1, reg1, reg1, reg2);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
|
|
* Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
|
|
void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char tmpLine[255];
|
|
char dst_str[100], src0_str[100];
|
|
char dst_reg[50], src0_reg[50];
|
|
char dst_mask[6], src0_mask[6];
|
|
DWORD src0_regnum = arg->src[0] & WINED3DSP_REGNUM_MASK;
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
|
|
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
shader_addline(arg->buffer, "%stexture2D(Psampler%u, %s.yz))%s;\n",
|
|
tmpLine, src0_regnum, dst_reg, dst_mask);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
|
|
* Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
|
|
void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char tmpLine[255];
|
|
char dst_str[100], src0_str[100];
|
|
char dst_reg[50], src0_reg[50];
|
|
char dst_mask[6], src0_mask[6];
|
|
DWORD src0_regnum = arg->src[0] & WINED3DSP_REGNUM_MASK;
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
|
|
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
shader_addline(arg->buffer, "%stexture2D(Psampler%u, %s.yz))%s;\n",
|
|
tmpLine, src0_regnum, dst_reg, dst_mask);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
|
|
* Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
|
|
void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char tmpLine[255];
|
|
char dst_str[100], src0_str[100];
|
|
char dst_reg[50], src0_reg[50];
|
|
char dst_mask[6], src0_mask[6];
|
|
char dimensions[5];
|
|
DWORD src0_regnum = arg->src[0] & WINED3DSP_REGNUM_MASK;
|
|
DWORD stype = arg->reg_maps->samplers[src0_regnum] & WINED3DSP_TEXTURETYPE_MASK;
|
|
switch (stype) {
|
|
case WINED3DSTT_2D: strcpy(dimensions, "2D"); break;
|
|
case WINED3DSTT_CUBE: strcpy(dimensions, "Cube"); break;
|
|
case WINED3DSTT_VOLUME: strcpy(dimensions, "3D"); break;
|
|
default:
|
|
strcpy(dimensions, "");
|
|
FIXME("Unrecognized sampler type: %#x\n", stype);
|
|
break;
|
|
}
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
|
|
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
shader_addline(arg->buffer, "%stexture%s(Psampler%u, %s.%s))%s;\n",
|
|
tmpLine, dimensions, src0_regnum, dst_reg, (stype == WINED3DSTT_2D) ? "xy" : "xyz", dst_mask);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXKILL instruction in GLSL.
|
|
* If any of the first 3 components are < 0, discard this pixel */
|
|
void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char dst_str[100], dst_name[50], dst_mask[6];
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_name, dst_mask, dst_str);
|
|
shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_name);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_DP2ADD instruction in GLSL.
|
|
* dst = dot2(src0, src1) + src2 */
|
|
void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char tmpLine[256];
|
|
char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
|
|
char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
|
|
char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
|
|
|
|
shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src1_reg, src1_mask, src1_str);
|
|
shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], src2_reg, src2_mask, src2_str);
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
shader_addline(arg->buffer, "%sdot(vec2(%s), vec2(%s)) + %s)%s;\n",
|
|
tmpLine, src0_str, src1_str, src2_str, dst_mask);
|
|
}
|
|
|
|
void pshader_glsl_input_pack(
|
|
SHADER_BUFFER* buffer,
|
|
semantic* semantics_in) {
|
|
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < MAX_REG_INPUT; i++) {
|
|
|
|
DWORD usage_token = semantics_in[i].usage;
|
|
DWORD register_token = semantics_in[i].reg;
|
|
DWORD usage, usage_idx;
|
|
char reg_mask[6];
|
|
|
|
/* Uninitialized */
|
|
if (!usage_token) continue;
|
|
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
|
|
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
|
|
shader_glsl_get_write_mask(register_token, reg_mask);
|
|
|
|
switch(usage) {
|
|
|
|
case D3DDECLUSAGE_COLOR:
|
|
if (usage_idx == 0)
|
|
shader_addline(buffer, "IN%u%s = vec4(gl_Color)%s;\n",
|
|
i, reg_mask, reg_mask);
|
|
else if (usage_idx == 1)
|
|
shader_addline(buffer, "IN%u%s = vec4(gl_SecondaryColor)%s;\n",
|
|
i, reg_mask, reg_mask);
|
|
else
|
|
shader_addline(buffer, "IN%u%s = vec4(unsupported_color_input)%s;\n",
|
|
i, reg_mask, reg_mask);
|
|
break;
|
|
|
|
case D3DDECLUSAGE_TEXCOORD:
|
|
shader_addline(buffer, "IN%u%s = vec4(gl_TexCoord[%u])%s;\n",
|
|
i, reg_mask, usage_idx, reg_mask );
|
|
break;
|
|
|
|
case D3DDECLUSAGE_FOG:
|
|
shader_addline(buffer, "IN%u%s = vec4(gl_FogFragCoord)%s;\n",
|
|
i, reg_mask, reg_mask);
|
|
break;
|
|
|
|
default:
|
|
shader_addline(buffer, "IN%u%s = vec4(unsupported_input)%s;\n",
|
|
i, reg_mask, reg_mask);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*********************************************
|
|
* Vertex Shader Specific Code begins here
|
|
********************************************/
|
|
|
|
void vshader_glsl_output_unpack(
|
|
SHADER_BUFFER* buffer,
|
|
semantic* semantics_out) {
|
|
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < MAX_REG_OUTPUT; i++) {
|
|
|
|
DWORD usage_token = semantics_out[i].usage;
|
|
DWORD register_token = semantics_out[i].reg;
|
|
DWORD usage, usage_idx;
|
|
char reg_mask[6];
|
|
|
|
/* Uninitialized */
|
|
if (!usage_token) continue;
|
|
|
|
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
|
|
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
|
|
shader_glsl_get_write_mask(register_token, reg_mask);
|
|
|
|
switch(usage) {
|
|
|
|
case D3DDECLUSAGE_COLOR:
|
|
if (usage_idx == 0)
|
|
shader_addline(buffer, "gl_FrontColor%s = OUT%u%s;\n", reg_mask, i, reg_mask);
|
|
else if (usage_idx == 1)
|
|
shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT%u%s;\n", reg_mask, i, reg_mask);
|
|
else
|
|
shader_addline(buffer, "unsupported_color_output%s = OUT%u%s;\n", reg_mask, i, reg_mask);
|
|
break;
|
|
|
|
case D3DDECLUSAGE_POSITION:
|
|
shader_addline(buffer, "gl_Position%s = OUT%u%s;\n", reg_mask, i, reg_mask);
|
|
break;
|
|
|
|
case D3DDECLUSAGE_TEXCOORD:
|
|
shader_addline(buffer, "gl_TexCoord[%u]%s = OUT%u%s;\n",
|
|
usage_idx, reg_mask, i, reg_mask);
|
|
break;
|
|
|
|
case WINED3DSHADERDECLUSAGE_PSIZE:
|
|
shader_addline(buffer, "gl_PointSize = OUT%u.x;\n", i);
|
|
break;
|
|
|
|
case WINED3DSHADERDECLUSAGE_FOG:
|
|
shader_addline(buffer, "gl_FogFragCoord%s = OUT%u%s;\n", reg_mask, i, reg_mask);
|
|
break;
|
|
|
|
default:
|
|
shader_addline(buffer, "unsupported_output%s = OUT%u%s;\n", reg_mask, i, reg_mask);
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Attach a GLSL pixel or vertex shader object to the shader program */
|
|
static void attach_glsl_shader(IWineD3DDevice *iface, IWineD3DBaseShader* shader) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
|
|
GLhandleARB shaderObj = ((IWineD3DBaseShaderImpl*)shader)->baseShader.prgId;
|
|
if (This->stateBlock->glsl_program && shaderObj != 0) {
|
|
TRACE("Attaching GLSL shader object %u to program %u\n", shaderObj, This->stateBlock->glsl_program->programId);
|
|
GL_EXTCALL(glAttachObjectARB(This->stateBlock->glsl_program->programId, shaderObj));
|
|
checkGLcall("glAttachObjectARB");
|
|
}
|
|
}
|
|
|
|
/** Sets the GLSL program ID for the given pixel and vertex shader combination.
|
|
* It sets the programId on the current StateBlock (because it should be called
|
|
* inside of the DrawPrimitive() part of the render loop).
|
|
*
|
|
* If a program for the given combination does not exist, create one, and store
|
|
* the program in the list. If it creates a program, it will link the given
|
|
* objects, too.
|
|
*
|
|
* We keep the shader programs around on a list because linking
|
|
* shader objects together is an expensive operation. It's much
|
|
* faster to loop through a list of pre-compiled & linked programs
|
|
* each time that the application sets a new pixel or vertex shader
|
|
* than it is to re-link them together at that time.
|
|
*
|
|
* The list will be deleted in IWineD3DDevice::Release().
|
|
*/
|
|
static void set_glsl_shader_program(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
|
|
IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
|
|
IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
|
|
struct glsl_shader_prog_link *curLink = NULL;
|
|
struct glsl_shader_prog_link *newLink = NULL;
|
|
struct list *ptr = NULL;
|
|
GLhandleARB programId = 0;
|
|
int i;
|
|
char glsl_name[8];
|
|
|
|
ptr = list_head( &This->glsl_shader_progs );
|
|
while (ptr) {
|
|
/* At least one program exists - see if it matches our ps/vs combination */
|
|
curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
|
|
if (vshader == curLink->vertexShader && pshader == curLink->pixelShader) {
|
|
/* Existing Program found, use it */
|
|
TRACE("Found existing program (%u) for this vertex/pixel shader combination\n",
|
|
curLink->programId);
|
|
This->stateBlock->glsl_program = curLink;
|
|
return;
|
|
}
|
|
/* This isn't the entry we need - try the next one */
|
|
ptr = list_next( &This->glsl_shader_progs, ptr );
|
|
}
|
|
|
|
/* If we get to this point, then no matching program exists, so we create one */
|
|
programId = GL_EXTCALL(glCreateProgramObjectARB());
|
|
TRACE("Created new GLSL shader program %u\n", programId);
|
|
|
|
/* Allocate a new link for the list of programs */
|
|
newLink = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
|
|
newLink->programId = programId;
|
|
This->stateBlock->glsl_program = newLink;
|
|
|
|
/* Attach GLSL vshader */
|
|
if (NULL != vshader && This->vs_selected_mode == SHADER_GLSL) {
|
|
int i;
|
|
int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
|
|
char tmp_name[10];
|
|
|
|
TRACE("Attaching vertex shader to GLSL program\n");
|
|
attach_glsl_shader(iface, (IWineD3DBaseShader*)vshader);
|
|
|
|
/* Bind vertex attributes to a corresponding index number to match
|
|
* the same index numbers as ARB_vertex_programs (makes loading
|
|
* vertex attributes simpler). With this method, we can use the
|
|
* exact same code to load the attributes later for both ARB and
|
|
* GLSL shaders.
|
|
*
|
|
* We have to do this here because we need to know the Program ID
|
|
* in order to make the bindings work, and it has to be done prior
|
|
* to linking the GLSL program. */
|
|
for (i = 0; i < max_attribs; ++i) {
|
|
snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
|
|
GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
|
|
}
|
|
checkGLcall("glBindAttribLocationARB");
|
|
newLink->vertexShader = vshader;
|
|
}
|
|
|
|
/* Attach GLSL pshader */
|
|
if (NULL != pshader && This->ps_selected_mode == SHADER_GLSL) {
|
|
TRACE("Attaching pixel shader to GLSL program\n");
|
|
attach_glsl_shader(iface, (IWineD3DBaseShader*)pshader);
|
|
newLink->pixelShader = pshader;
|
|
}
|
|
|
|
/* Link the program */
|
|
TRACE("Linking GLSL shader program %u\n", programId);
|
|
GL_EXTCALL(glLinkProgramARB(programId));
|
|
print_glsl_info_log(&GLINFO_LOCATION, programId);
|
|
list_add_head( &This->glsl_shader_progs, &newLink->entry);
|
|
|
|
newLink->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
|
|
for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
|
|
snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
|
|
newLink->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
|
}
|
|
newLink->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
|
|
for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
|
|
snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
|
|
newLink->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
|
|
GLhandleARB program_id;
|
|
GLhandleARB vshader_id, pshader_id;
|
|
const char *blt_vshader[] = {
|
|
"void main(void)\n"
|
|
"{\n"
|
|
" gl_Position = gl_Vertex;\n"
|
|
" gl_FrontColor = vec4(1.0);\n"
|
|
" gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
|
|
" gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
|
|
"}\n"
|
|
};
|
|
|
|
const char *blt_pshader[] = {
|
|
"uniform sampler2D sampler;\n"
|
|
"void main(void)\n"
|
|
"{\n"
|
|
" gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
|
|
"}\n"
|
|
};
|
|
|
|
vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
|
|
GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
|
|
GL_EXTCALL(glCompileShaderARB(vshader_id));
|
|
|
|
pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
|
|
GL_EXTCALL(glShaderSourceARB(pshader_id, 1, blt_pshader, NULL));
|
|
GL_EXTCALL(glCompileShaderARB(pshader_id));
|
|
|
|
program_id = GL_EXTCALL(glCreateProgramObjectARB());
|
|
GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
|
|
GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
|
|
GL_EXTCALL(glLinkProgramARB(program_id));
|
|
|
|
print_glsl_info_log(&GLINFO_LOCATION, program_id);
|
|
|
|
return program_id;
|
|
}
|
|
|
|
static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
|
|
GLhandleARB program_id = 0;
|
|
|
|
if (useVS || usePS) set_glsl_shader_program(iface);
|
|
else This->stateBlock->glsl_program = NULL;
|
|
|
|
program_id = This->stateBlock->glsl_program ? This->stateBlock->glsl_program->programId : 0;
|
|
if (program_id) TRACE("Using GLSL program %u\n", program_id);
|
|
GL_EXTCALL(glUseProgramObjectARB(program_id));
|
|
checkGLcall("glUseProgramObjectARB");
|
|
}
|
|
|
|
static void shader_glsl_select_depth_blt(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
|
|
static GLhandleARB program_id = 0;
|
|
static GLhandleARB loc = -1;
|
|
|
|
if (!program_id) {
|
|
program_id = create_glsl_blt_shader(gl_info);
|
|
loc = GL_EXTCALL(glGetUniformLocationARB(program_id, "sampler"));
|
|
}
|
|
|
|
GL_EXTCALL(glUseProgramObjectARB(program_id));
|
|
GL_EXTCALL(glUniform1iARB(loc, 0));
|
|
}
|
|
|
|
static void shader_glsl_cleanup(BOOL usePS, BOOL useVS) {
|
|
/* Nothing to do */
|
|
}
|
|
|
|
const shader_backend_t glsl_shader_backend = {
|
|
&shader_glsl_select,
|
|
&shader_glsl_select_depth_blt,
|
|
&shader_glsl_load_constants,
|
|
&shader_glsl_cleanup
|
|
};
|