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1045 lines
39 KiB
C
1045 lines
39 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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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include <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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* Functions to generate GLSL strings from DirectX Shader bytecode begin here.
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*
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* For more information, see http://wiki.winehq.org/DirectX-Shaders
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****************************************************************************/
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/* Prototypes */
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static void shader_glsl_add_param(
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SHADER_OPCODE_ARG* arg,
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const DWORD param,
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const DWORD addr_token,
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BOOL is_input,
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char *reg_name,
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char *reg_mask,
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char *out_str);
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/** Used for opcode modifiers - They multiply the result by the specified amount */
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static const char* shift_glsl_tab[] = {
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"", /* 0 (none) */
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"2.0 * ", /* 1 (x2) */
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"4.0 * ", /* 2 (x4) */
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"8.0 * ", /* 3 (x8) */
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"16.0 * ", /* 4 (x16) */
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"32.0 * ", /* 5 (x32) */
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"", /* 6 (x64) */
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"", /* 7 (x128) */
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"", /* 8 (d256) */
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"", /* 9 (d128) */
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"", /* 10 (d64) */
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"", /* 11 (d32) */
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"0.0625 * ", /* 12 (d16) */
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"0.125 * ", /* 13 (d8) */
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"0.25 * ", /* 14 (d4) */
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"0.5 * " /* 15 (d2) */
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};
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/** Print the beginning of the generated GLSL string. example: "reg_name.xyzw = vec4(" */
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static void shader_glsl_add_dst(DWORD param, const char* reg_name, const char* reg_mask, char* outStr) {
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int shift = (param & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
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/* TODO: determine if destination is anything other than a float vector and accommodate*/
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if (reg_name[0] == 'A')
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sprintf(outStr, "%s%s = %sivec4(", reg_name, reg_mask, shift_glsl_tab[shift]);
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else
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sprintf(outStr, "%s%s = %svec4(", reg_name, reg_mask, shift_glsl_tab[shift]);
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}
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/* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
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static void shader_glsl_gen_modifier (
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const DWORD instr,
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const char *in_reg,
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const char *in_regswizzle,
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char *out_str) {
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out_str[0] = 0;
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switch (instr & D3DSP_SRCMOD_MASK) {
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case D3DSPSM_NONE:
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sprintf(out_str, "%s%s", in_reg, in_regswizzle);
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break;
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case D3DSPSM_NEG:
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sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
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break;
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case D3DSPSM_BIAS:
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sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
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break;
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case D3DSPSM_BIASNEG:
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sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
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break;
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case D3DSPSM_SIGN:
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sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
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break;
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case D3DSPSM_SIGNNEG:
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sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
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break;
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case D3DSPSM_COMP:
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sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
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break;
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case D3DSPSM_X2:
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sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
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break;
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case D3DSPSM_X2NEG:
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sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
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break;
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case D3DSPSM_DZ: /* reg1_db = { reg1.r/b, reg1.g/b, ...} The g & a components are undefined, so we'll leave them alone */
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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);
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break;
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case D3DSPSM_DW:
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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);
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break;
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case D3DSPSM_ABS:
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sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
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break;
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case D3DSPSM_ABSNEG:
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sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
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break;
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default:
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FIXME("Unhandled modifier %lu\n", (instr & D3DSP_SRCMOD_MASK));
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sprintf(out_str, "%s%s", in_reg, in_regswizzle);
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}
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}
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/** Writes the GLSL variable name that corresponds to the register that the
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* DX opcode parameter is trying to access */
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static void shader_glsl_get_register_name(
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const DWORD param,
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const DWORD addr_token,
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char* regstr,
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BOOL* is_color,
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SHADER_OPCODE_ARG* arg) {
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/* oPos, oFog and oPts in D3D */
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const char* hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
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DWORD reg = param & D3DSP_REGNUM_MASK;
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DWORD regtype = shader_get_regtype(param);
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
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char pshader = shader_is_pshader_version(This->baseShader.hex_version);
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char tmpStr[50];
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*is_color = FALSE;
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switch (regtype) {
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case D3DSPR_TEMP:
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sprintf(tmpStr, "R%lu", reg);
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break;
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case D3DSPR_INPUT:
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if (pshader) {
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/* Pixel shaders >= 3.0 */
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if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
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sprintf(tmpStr, "IN%lu", reg);
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else {
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if (reg==0)
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strcpy(tmpStr, "gl_Color");
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else
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strcpy(tmpStr, "gl_SecondaryColor");
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}
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} else {
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IWineD3DVertexShaderImpl *vshader = (IWineD3DVertexShaderImpl*) arg->shader;
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if (vshader->arrayUsageMap[WINED3DSHADERDECLUSAGE_DIFFUSE] &&
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reg == (vshader->arrayUsageMap[WINED3DSHADERDECLUSAGE_DIFFUSE] & D3DSP_REGNUM_MASK))
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*is_color = TRUE;
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if (vshader->arrayUsageMap[WINED3DSHADERDECLUSAGE_SPECULAR] &&
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reg == (vshader->arrayUsageMap[WINED3DSHADERDECLUSAGE_SPECULAR] & D3DSP_REGNUM_MASK))
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*is_color = TRUE;
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/* FIXME: Shaders in 8.1 appear to not require a dcl statement - use
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* the reg value from the vertex declaration. However, arrayUsageMap is not initialized
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* in that case - how can we know if an input contains color data or not? */
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sprintf(tmpStr, "attrib%lu", reg);
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}
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break;
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case D3DSPR_CONST:
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{
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const char* prefix = pshader? "PC":"VC";
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if (arg->reg_maps->constantsF[reg]) {
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/* Use a local constant declared by "dcl" */
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if (param & D3DVS_ADDRMODE_RELATIVE) {
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/* FIXME: Copy all constants (local & global) into a single array
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* to handle this case where we want a relative address from a
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* local constant. */
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FIXME("Relative addressing not yet supported on named constants\n");
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} else {
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sprintf(tmpStr, "%s%lu", prefix, reg);
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}
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} else {
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/* Use a global constant declared in Set____ShaderConstantF() */
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if (param & D3DVS_ADDRMODE_RELATIVE) {
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/* Relative addressing on shaders 2.0+ have a relative address token,
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* prior to that, it was hard-coded as "A0.x" because there's only 1 register */
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if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
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char relStr[100], relReg[50], relMask[6];
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shader_glsl_add_param(arg, addr_token, 0, TRUE, relReg, relMask, relStr);
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sprintf(tmpStr, "%s[%s + %lu]", prefix, relStr, reg);
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} else {
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sprintf(tmpStr, "%s[A0.x + %lu]", prefix, reg);
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}
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} else {
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/* Just a normal global constant - no relative addressing */
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sprintf(tmpStr, "%s[%lu]", prefix, reg);
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}
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}
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break;
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}
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case D3DSPR_TEXTURE: /* case D3DSPR_ADDR: */
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if (pshader) {
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sprintf(tmpStr, "T%lu", reg);
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} else {
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sprintf(tmpStr, "A%lu", reg);
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}
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break;
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case D3DSPR_LOOP:
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sprintf(tmpStr, "aL");
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break;
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case D3DSPR_SAMPLER:
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if (pshader)
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sprintf(tmpStr, "psampler%lu", reg);
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else
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sprintf(tmpStr, "vsampler%lu", reg);
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break;
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case D3DSPR_COLOROUT:
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if (reg == 0)
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sprintf(tmpStr, "gl_FragColor");
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else {
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/* TODO: See GL_ARB_draw_buffers */
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FIXME("Unsupported write to render target %lu\n", reg);
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sprintf(tmpStr, "unsupported_register");
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}
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break;
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case D3DSPR_RASTOUT:
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sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
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break;
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case D3DSPR_DEPTHOUT:
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sprintf(tmpStr, "gl_FragDepth");
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break;
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case D3DSPR_ATTROUT:
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if (reg == 0) {
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sprintf(tmpStr, "gl_FrontColor");
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} else {
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sprintf(tmpStr, "gl_FrontSecondaryColor");
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}
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break;
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case D3DSPR_TEXCRDOUT:
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/* Vertex shaders >= 3.0: D3DSPR_OUTPUT */
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if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
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sprintf(tmpStr, "OUT%lu", reg);
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else
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sprintf(tmpStr, "gl_TexCoord[%lu]", reg);
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break;
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default:
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FIXME("Unhandled register name Type(%ld)\n", regtype);
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sprintf(tmpStr, "unrecognized_register");
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break;
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}
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strcat(regstr, tmpStr);
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}
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/* Writes the GLSL writemask for the destination register */
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static void shader_glsl_get_output_register_swizzle(
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const DWORD param,
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char *write_mask) {
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*write_mask = 0;
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if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
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strcat(write_mask, ".");
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if (param & D3DSP_WRITEMASK_0) strcat(write_mask, "x");
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if (param & D3DSP_WRITEMASK_1) strcat(write_mask, "y");
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if (param & D3DSP_WRITEMASK_2) strcat(write_mask, "z");
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if (param & D3DSP_WRITEMASK_3) strcat(write_mask, "w");
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}
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}
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static void shader_glsl_get_input_register_swizzle(
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const DWORD param,
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BOOL is_color,
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char *reg_mask) {
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const char swizzle_reg_chars_color_fix[] = "zyxw";
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const char swizzle_reg_chars[] = "xyzw";
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const char* swizzle_regs = NULL;
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/** operand input */
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DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
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DWORD swizzle_x = swizzle & 0x03;
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DWORD swizzle_y = (swizzle >> 2) & 0x03;
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DWORD swizzle_z = (swizzle >> 4) & 0x03;
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DWORD swizzle_w = (swizzle >> 6) & 0x03;
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if (is_color) {
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swizzle_regs = swizzle_reg_chars_color_fix;
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} else {
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swizzle_regs = swizzle_reg_chars;
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}
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/**
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* swizzle bits fields:
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* WWZZYYXX
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*/
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if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) { /* D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
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if (is_color) {
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sprintf(reg_mask, ".%c%c%c%c",
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swizzle_regs[swizzle_x],
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swizzle_regs[swizzle_y],
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swizzle_regs[swizzle_z],
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swizzle_regs[swizzle_w]);
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}
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return ;
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}
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if (swizzle_x == swizzle_y &&
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swizzle_x == swizzle_z &&
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swizzle_x == swizzle_w)
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{
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sprintf(reg_mask, ".%c", swizzle_regs[swizzle_x]);
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} else {
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sprintf(reg_mask, ".%c%c%c%c",
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swizzle_regs[swizzle_x],
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swizzle_regs[swizzle_y],
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swizzle_regs[swizzle_z],
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swizzle_regs[swizzle_w]);
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}
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}
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/** From a given parameter token, generate the corresponding GLSL string.
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* Also, return the actual register name and swizzle in case the
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* caller needs this information as well. */
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static void shader_glsl_add_param(
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SHADER_OPCODE_ARG* arg,
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const DWORD param,
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const DWORD addr_token,
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BOOL is_input,
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char *reg_name,
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char *reg_mask,
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char *out_str) {
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BOOL is_color = FALSE;
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reg_mask[0] = reg_name[0] = out_str[0] = 0;
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shader_glsl_get_register_name(param, addr_token, reg_name, &is_color, arg);
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if (is_input) {
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shader_glsl_get_input_register_swizzle(param, is_color, reg_mask);
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shader_glsl_gen_modifier(param, reg_name, reg_mask, out_str);
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} else {
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shader_glsl_get_output_register_swizzle(param, reg_mask);
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sprintf(out_str, "%s%s", reg_name, reg_mask);
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}
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}
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/** Process GLSL instruction modifiers */
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void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
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if (0 != (arg->dst & D3DSP_DSTMOD_MASK)) {
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DWORD mask = arg->dst & D3DSP_DSTMOD_MASK;
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char dst_reg[50];
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char dst_mask[6];
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char dst_str[100];
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shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
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if (mask & D3DSPDM_SATURATE) {
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/* _SAT means to clamp the value of the register to between 0 and 1 */
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shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_reg, dst_mask, dst_reg, dst_mask);
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}
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if (mask & D3DSPDM_MSAMPCENTROID) {
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FIXME("_centroid modifier not handled\n");
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}
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if (mask & D3DSPDM_PARTIALPRECISION) {
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/* MSDN says this modifier can be safely ignored, so that's what we'll do. */
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}
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}
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}
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/*****************************************************************************
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*
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* Begin processing individual instruction opcodes
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*
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****************************************************************************/
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/* Generate GLSL arithmetic functions (dst = src1 + src2) */
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void shader_glsl_arith(SHADER_OPCODE_ARG* arg) {
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CONST SHADER_OPCODE* curOpcode = arg->opcode;
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SHADER_BUFFER* buffer = arg->buffer;
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char tmpLine[256];
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char dst_reg[50], src0_reg[50], src1_reg[50];
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char dst_mask[6], src0_mask[6], src1_mask[6];
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char dst_str[100], src0_str[100], src1_str[100];
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shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
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shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
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shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
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shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
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strcat(tmpLine, "vec4(");
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strcat(tmpLine, src0_str);
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strcat(tmpLine, ")");
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|
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/* Determine the GLSL operator to use based on the opcode */
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switch (curOpcode->opcode) {
|
|
case D3DSIO_MUL: strcat(tmpLine, " * "); break;
|
|
case D3DSIO_ADD: strcat(tmpLine, " + "); break;
|
|
case D3DSIO_SUB: strcat(tmpLine, " - "); break;
|
|
default:
|
|
FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
|
|
break;
|
|
}
|
|
shader_addline(buffer, "%svec4(%s))%s;\n", tmpLine, src1_str, dst_mask);
|
|
}
|
|
|
|
/* Process the D3DSIO_MOV opcode using GLSL (dst = src) */
|
|
void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
|
|
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
char tmpLine[256];
|
|
char dst_str[100], src0_str[100];
|
|
char dst_reg[50], src0_reg[50];
|
|
char dst_mask[6], src0_mask[6];
|
|
|
|
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
shader_addline(buffer, "%s%s)%s;\n", tmpLine, src0_str, dst_mask);
|
|
}
|
|
|
|
/* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
|
|
void shader_glsl_dot(SHADER_OPCODE_ARG* arg) {
|
|
|
|
CONST SHADER_OPCODE* curOpcode = arg->opcode;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
char tmpDest[100];
|
|
char dst_str[100], src0_str[100], src1_str[100];
|
|
char dst_reg[50], src0_reg[50], src1_reg[50];
|
|
char dst_mask[6], src0_mask[6], src1_mask[6];
|
|
char cast[6];
|
|
|
|
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
|
|
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpDest);
|
|
|
|
/* Need to cast the src vectors to vec3 for dp3, and vec4 for dp4 */
|
|
if (curOpcode->opcode == D3DSIO_DP4)
|
|
strcpy(cast, "vec4(");
|
|
else
|
|
strcpy(cast, "vec3(");
|
|
|
|
shader_addline(buffer, "%sdot(%s%s), %s%s)))%s;\n",
|
|
tmpDest, cast, src0_str, cast, src1_str, dst_mask);
|
|
}
|
|
|
|
/* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
|
|
void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
|
|
|
|
CONST SHADER_OPCODE* curOpcode = arg->opcode;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
char tmpLine[256];
|
|
char dst_str[100], src_str[100];
|
|
char dst_reg[50], src_reg[50];
|
|
char dst_mask[6], src_mask[6];
|
|
unsigned i;
|
|
|
|
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
|
|
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
|
|
/* Determine the GLSL function to use based on the opcode */
|
|
/* TODO: Possibly make this a table for faster lookups */
|
|
switch (curOpcode->opcode) {
|
|
case D3DSIO_MIN: strcat(tmpLine, "min"); break;
|
|
case D3DSIO_MAX: strcat(tmpLine, "max"); break;
|
|
case D3DSIO_RSQ: strcat(tmpLine, "inversesqrt"); break;
|
|
case D3DSIO_ABS: strcat(tmpLine, "abs"); break;
|
|
case D3DSIO_FRC: strcat(tmpLine, "fract"); break;
|
|
case D3DSIO_POW: strcat(tmpLine, "pow"); break;
|
|
case D3DSIO_CRS: strcat(tmpLine, "cross"); break;
|
|
case D3DSIO_NRM: strcat(tmpLine, "normalize"); break;
|
|
case D3DSIO_LOGP:
|
|
case D3DSIO_LOG: strcat(tmpLine, "log2"); break;
|
|
case D3DSIO_EXPP:
|
|
case D3DSIO_EXP: strcat(tmpLine, "exp2"); break;
|
|
case D3DSIO_SGE: strcat(tmpLine, "greaterThanEqual"); break;
|
|
case D3DSIO_SLT: strcat(tmpLine, "lessThan"); break;
|
|
case D3DSIO_SGN: strcat(tmpLine, "sign"); break;
|
|
default:
|
|
FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
|
|
break;
|
|
}
|
|
|
|
strcat(tmpLine, "(");
|
|
|
|
if (curOpcode->num_params > 0) {
|
|
strcat(tmpLine, "vec4(");
|
|
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src_reg, src_mask, src_str);
|
|
strcat(tmpLine, src_str);
|
|
strcat(tmpLine, ")");
|
|
for (i = 2; i < curOpcode->num_params; ++i) {
|
|
strcat(tmpLine, ", vec4(");
|
|
shader_glsl_add_param(arg, arg->src[i-1], arg->src_addr[i-1], TRUE, src_reg, src_mask, src_str);
|
|
strcat(tmpLine, src_str);
|
|
strcat(tmpLine, ")");
|
|
}
|
|
}
|
|
shader_addline(buffer, "%s))%s;\n", tmpLine, dst_mask);
|
|
|
|
}
|
|
|
|
/** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
|
|
void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char tmpLine[256];
|
|
char dst_str[100], src_str[100];
|
|
char dst_reg[50], src_reg[50];
|
|
char dst_mask[6], src_mask[6];
|
|
|
|
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src_reg, src_mask, src_str);
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
strcat(tmpLine, "1.0 / ");
|
|
shader_addline(arg->buffer, "%s%s)%s;\n", tmpLine, src_str, dst_mask);
|
|
}
|
|
|
|
/** Process signed comparison opcodes in GLSL. */
|
|
void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char tmpLine[256];
|
|
char dst_str[100], src0_str[100], src1_str[100];
|
|
char dst_reg[50], src0_reg[50], src1_reg[50];
|
|
char dst_mask[6], src0_mask[6], src1_mask[6];
|
|
|
|
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
|
|
/* If we are comparing vectors and not scalars, we should process this through map2gl using the GLSL functions. */
|
|
if (strlen(src0_mask) != 2) {
|
|
shader_glsl_map2gl(arg);
|
|
} else {
|
|
char compareStr[3];
|
|
compareStr[0] = 0;
|
|
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
|
|
|
|
switch (arg->opcode->opcode) {
|
|
case D3DSIO_SLT: strcpy(compareStr, "<"); break;
|
|
case D3DSIO_SGE: strcpy(compareStr, ">="); break;
|
|
default:
|
|
FIXME("Can't handle opcode %s\n", arg->opcode->name);
|
|
}
|
|
shader_addline(arg->buffer, "%s(float(%s) %s float(%s)) ? 1.0 : 0.0)%s;\n",
|
|
tmpLine, src0_str, compareStr, src1_str, dst_mask);
|
|
}
|
|
}
|
|
|
|
/** Process CMP instruction in GLSL (dst = src0.x > 0.0 ? src1.x : src2.x), per channel */
|
|
void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
|
|
char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
|
|
char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
|
|
|
|
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
|
|
shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str);
|
|
|
|
/* FIXME: This isn't correct - doesn't take the dst's swizzle into account. */
|
|
shader_addline(arg->buffer, "%s.x = (%s.x > 0.0) ? %s.x : %s.x;\n", dst_reg, src0_reg, src1_reg, src2_reg);
|
|
shader_addline(arg->buffer, "%s.y = (%s.y > 0.0) ? %s.y : %s.y;\n", dst_reg, src0_reg, src1_reg, src2_reg);
|
|
shader_addline(arg->buffer, "%s.z = (%s.z > 0.0) ? %s.z : %s.z;\n", dst_reg, src0_reg, src1_reg, src2_reg);
|
|
shader_addline(arg->buffer, "%s.w = (%s.w > 0.0) ? %s.w : %s.w;\n", dst_reg, src0_reg, src1_reg, src2_reg);
|
|
}
|
|
|
|
/** Process the CND opcode in GLSL (dst = (src0 < 0.5) ? src1 : src2) */
|
|
void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char tmpLine[256];
|
|
char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
|
|
char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
|
|
char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
|
|
|
|
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
|
|
shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str);
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
shader_addline(arg->buffer, "%s(%s < 0.5) ? %s : %s)%s;\n",
|
|
tmpLine, src0_str, src1_str, src2_str, dst_mask);
|
|
}
|
|
|
|
/** GLSL code generation for D3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
|
|
void shader_glsl_mad(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char tmpLine[256];
|
|
char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
|
|
char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
|
|
char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
|
|
|
|
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
|
|
shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str);
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
|
|
shader_addline(arg->buffer, "%s(vec4(%s) * vec4(%s)) + vec4(%s))%s;\n",
|
|
tmpLine, src0_str, src1_str, src2_str, dst_mask);
|
|
}
|
|
|
|
/** Handles transforming all D3DSIO_M?x? opcodes for
|
|
Vertex shaders to GLSL codes */
|
|
void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
|
|
int i;
|
|
int nComponents = 0;
|
|
SHADER_OPCODE_ARG tmpArg;
|
|
|
|
memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
|
|
|
|
/* Set constants for the temporary argument */
|
|
tmpArg.shader = arg->shader;
|
|
tmpArg.buffer = arg->buffer;
|
|
tmpArg.src[0] = arg->src[0];
|
|
tmpArg.src_addr[0] = arg->src_addr[0];
|
|
tmpArg.reg_maps = arg->reg_maps;
|
|
|
|
switch(arg->opcode->opcode) {
|
|
case D3DSIO_M4x4:
|
|
nComponents = 4;
|
|
tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4];
|
|
break;
|
|
case D3DSIO_M4x3:
|
|
nComponents = 3;
|
|
tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4];
|
|
break;
|
|
case D3DSIO_M3x4:
|
|
nComponents = 4;
|
|
tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3];
|
|
break;
|
|
case D3DSIO_M3x3:
|
|
nComponents = 3;
|
|
tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3];
|
|
break;
|
|
case D3DSIO_M3x2:
|
|
nComponents = 2;
|
|
tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3];
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
for (i = 0; i < nComponents; i++) {
|
|
tmpArg.dst = ((arg->dst) & ~D3DSP_WRITEMASK_ALL)|(D3DSP_WRITEMASK_0<<i);
|
|
tmpArg.src[1] = arg->src[1]+i;
|
|
tmpArg.src_addr[1] = arg->src[1]+i;
|
|
shader_glsl_dot(&tmpArg);
|
|
}
|
|
}
|
|
|
|
/**
|
|
The LRP instruction performs a component-wise linear interpolation
|
|
between the second and third operands using the first operand as the
|
|
blend factor. Equation: (dst = src2 * (src1 - src0) + src0)
|
|
*/
|
|
void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char tmpLine[256];
|
|
char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
|
|
char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
|
|
char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
|
|
|
|
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
|
|
shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str);
|
|
|
|
shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
|
|
|
|
shader_addline(arg->buffer, "%s(%s * (%s - %s) + %s))%s;\n",
|
|
tmpLine, src2_str, src1_str, src0_str, src0_str, dst_mask);
|
|
}
|
|
|
|
/** Process the D3DSIO_DCL opcode into a GLSL string - creates a local vec4
|
|
* float constant, and stores it's usage on the regmaps. */
|
|
void shader_glsl_def(SHADER_OPCODE_ARG* arg) {
|
|
|
|
DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
|
|
|
|
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
|
|
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
|
|
const char* prefix = pshader? "PC":"VC";
|
|
|
|
shader_addline(arg->buffer,
|
|
"const vec4 %s%lu = { %f, %f, %f, %f };\n", prefix, reg,
|
|
*((const float *)(arg->src + 0)),
|
|
*((const float *)(arg->src + 1)),
|
|
*((const float *)(arg->src + 2)),
|
|
*((const float *)(arg->src + 3)) );
|
|
|
|
arg->reg_maps->constantsF[reg] = 1;
|
|
}
|
|
|
|
/** Process the D3DSIO_LIT instruction in GLSL:
|
|
* dst.x = dst.w = 1.0
|
|
* dst.y = (src0.x > 0) ? src0.x
|
|
* dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
|
|
* where src.w is clamped at +- 128
|
|
*/
|
|
void shader_glsl_lit(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char dst_str[100], src0_str[100];
|
|
char dst_reg[50], src0_reg[50];
|
|
char dst_mask[6], src0_mask[6];
|
|
|
|
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
|
|
|
|
shader_addline(arg->buffer,
|
|
"%s = vec4(1.0, (%s.x > 0.0 ? %s.x : 0.0), (%s.x > 0.0 ? ((%s.y > 0.0) ? pow(%s.y, clamp(%s.w, -128.0, 128.0)) : 0.0) : 0.0), 1.0)%s;\n",
|
|
dst_str, src0_reg, src0_reg, src0_reg, src0_reg, src0_reg, src0_reg, dst_mask);
|
|
}
|
|
|
|
/** Process the D3DSIO_DST instruction in GLSL:
|
|
* dst.x = 1.0
|
|
* dst.y = src0.x * src0.y
|
|
* dst.z = src0.z
|
|
* dst.w = src1.w
|
|
*/
|
|
void shader_glsl_dst(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char dst_str[100], src0_str[100], src1_str[100];
|
|
char dst_reg[50], src0_reg[50], src1_reg[50];
|
|
char dst_mask[6], src0_mask[6], src1_mask[6];
|
|
|
|
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
|
|
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
|
|
|
|
shader_addline(arg->buffer, "%s = vec4(1.0, %s.x * %s.y, %s.z, %s.w)%s;\n",
|
|
dst_str, src0_reg, src1_reg, src0_reg, src1_reg, dst_mask);
|
|
}
|
|
|
|
/** Process the D3DSIO_SINCOS instruction in GLSL:
|
|
* VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
|
|
* can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
|
|
*
|
|
* dst.x = cos(src0.?)
|
|
* dst.y = sin(src0.?)
|
|
* dst.z = dst.z
|
|
* dst.w = dst.w
|
|
*/
|
|
void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char dst_str[100], src0_str[100];
|
|
char dst_reg[50], src0_reg[50];
|
|
char dst_mask[6], src0_mask[6];
|
|
|
|
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
|
|
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
|
|
|
|
shader_addline(arg->buffer, "%s = vec4(cos(%s), sin(%s), %s.z, %s.w)%s;\n",
|
|
dst_str, src0_str, src0_str, dst_reg, dst_reg, dst_mask);
|
|
}
|
|
|
|
/** Process the D3DSIO_LOOP instruction in GLSL:
|
|
* Start a for() loop where src0.y is the initial value of aL,
|
|
* increment aL by src0.z while (aL < src0.x).
|
|
*/
|
|
void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
|
|
|
|
char src0_str[100];
|
|
char src0_reg[50];
|
|
char src0_mask[6];
|
|
|
|
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
|
|
|
|
shader_addline(arg->buffer, "for (aL = %s.y; aL < %s.x; aL += %s.z) {\n",
|
|
src0_reg, src0_reg, src0_reg);
|
|
}
|
|
|
|
/** Process the D3DSIO_ENDLOOP instruction in GLSL:
|
|
* End the for() loop
|
|
*/
|
|
void shader_glsl_endloop(SHADER_OPCODE_ARG* arg) {
|
|
|
|
shader_addline(arg->buffer, "}\n");
|
|
}
|
|
|
|
|
|
/*********************************************
|
|
* Pixel Shader Specific Code begins here
|
|
********************************************/
|
|
void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
|
|
|
|
/* FIXME: Make this work for more than just 2D textures */
|
|
|
|
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
DWORD hex_version = This->baseShader.hex_version;
|
|
|
|
char dst_str[100], dst_reg[50], dst_mask[6];
|
|
char coord_str[100], coord_reg[50], coord_mask[6];
|
|
char sampler_str[100], sampler_reg[50], sampler_mask[6];
|
|
DWORD reg_dest_code = arg->dst & D3DSP_REGNUM_MASK;
|
|
DWORD sampler_code, sampler_type;
|
|
|
|
/* All versions have a destination register */
|
|
shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
|
|
|
|
/* 1.0-1.3: Use destination register as coordinate source.
|
|
1.4+: Use provided coordinate source register. */
|
|
if (hex_version < D3DPS_VERSION(1,4))
|
|
strcpy(coord_reg, dst_reg);
|
|
else
|
|
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, coord_reg, coord_mask, coord_str);
|
|
|
|
/* 1.0-1.4: Use destination register as coordinate source.
|
|
* 2.0+: Use provided coordinate source register. */
|
|
if (hex_version < D3DPS_VERSION(2,0)) {
|
|
sprintf(sampler_str, "psampler%lu", reg_dest_code);
|
|
sampler_code = reg_dest_code;
|
|
}
|
|
else {
|
|
shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, sampler_reg, sampler_mask, sampler_str);
|
|
sampler_code = arg->src[1] & D3DSP_REGNUM_MASK;
|
|
}
|
|
|
|
sampler_type = arg->reg_maps->samplers[sampler_code] & D3DSP_TEXTURETYPE_MASK;
|
|
switch(sampler_type) {
|
|
|
|
case D3DSTT_2D:
|
|
shader_addline(buffer, "%s = texture2D(%s, %s.st);\n", dst_str, sampler_str, coord_reg);
|
|
break;
|
|
case D3DSTT_CUBE:
|
|
shader_addline(buffer, "%s = textureCube(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
|
|
break;
|
|
case D3DSTT_VOLUME:
|
|
shader_addline(buffer, "%s = texture3D(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
|
|
break;
|
|
default:
|
|
shader_addline(buffer, "%s = unrecognized_stype(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
|
|
FIXME("Unrecognized sampler type: %#lx;\n", sampler_type);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
|
|
|
|
/* FIXME: Make this work for more than just 2D textures */
|
|
|
|
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
DWORD hex_version = This->baseShader.hex_version;
|
|
|
|
char tmpStr[100];
|
|
char tmpReg[50];
|
|
char tmpMask[6];
|
|
tmpReg[0] = 0;
|
|
|
|
shader_glsl_add_param(arg, arg->dst, 0, FALSE, tmpReg, tmpMask, tmpStr);
|
|
|
|
if (hex_version != D3DPS_VERSION(1,4)) {
|
|
DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
|
|
shader_addline(buffer, "%s = gl_TexCoord[%lu];\n", tmpReg, reg);
|
|
} else {
|
|
DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK;
|
|
shader_addline(buffer, "%s = gl_TexCoord[%lu]%s;\n", tmpStr, reg2, tmpMask);
|
|
}
|
|
}
|
|
|
|
void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) {
|
|
|
|
/* FIXME: Make this work for more than just 2D textures */
|
|
|
|
DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
char src0_str[100];
|
|
char src0_name[50];
|
|
char src0_mask[6];
|
|
|
|
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
|
|
shader_addline(buffer, "tmp0.x = dot(vec3(T%lu), vec3(%s));\n", reg, src0_name, src0_mask, src0_str);
|
|
}
|
|
|
|
void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
|
|
|
|
/* FIXME: Make this work for more than just 2D textures */
|
|
|
|
DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
|
|
SHADER_BUFFER* buffer = arg->buffer;
|
|
char src0_str[100];
|
|
char src0_name[50];
|
|
char src0_mask[6];
|
|
|
|
shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
|
|
shader_addline(buffer, "tmp0.y = dot(vec3(T%lu), vec3(%s));\n", reg, src0_str);
|
|
shader_addline(buffer, "T%lu = texture2D(psampler%lu, tmp0.st);\n", reg, reg);
|
|
}
|
|
|
|
void pshader_glsl_input_pack(
|
|
SHADER_BUFFER* buffer,
|
|
DWORD* semantics_in) {
|
|
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < WINED3DSHADERDECLUSAGE_MAX_USAGE; i++) {
|
|
|
|
DWORD reg = semantics_in[i];
|
|
unsigned int regnum = reg & D3DSP_REGNUM_MASK;
|
|
char reg_mask[6];
|
|
|
|
/* Uninitialized */
|
|
if (!reg) continue;
|
|
|
|
shader_glsl_get_output_register_swizzle(reg, reg_mask);
|
|
|
|
switch(i) {
|
|
|
|
case WINED3DSHADERDECLUSAGE_DIFFUSE:
|
|
shader_addline(buffer, "IN%lu%s = vec4(gl_Color)%s;\n",
|
|
regnum, reg_mask, reg_mask);
|
|
break;
|
|
|
|
case WINED3DSHADERDECLUSAGE_SPECULAR:
|
|
shader_addline(buffer, "IN%lu%s = vec4(gl_SecondaryColor)%s;\n",
|
|
regnum, reg_mask, reg_mask);
|
|
break;
|
|
|
|
case WINED3DSHADERDECLUSAGE_TEXCOORD0:
|
|
case WINED3DSHADERDECLUSAGE_TEXCOORD1:
|
|
case WINED3DSHADERDECLUSAGE_TEXCOORD2:
|
|
case WINED3DSHADERDECLUSAGE_TEXCOORD3:
|
|
case WINED3DSHADERDECLUSAGE_TEXCOORD4:
|
|
case WINED3DSHADERDECLUSAGE_TEXCOORD5:
|
|
case WINED3DSHADERDECLUSAGE_TEXCOORD6:
|
|
case WINED3DSHADERDECLUSAGE_TEXCOORD7:
|
|
shader_addline(buffer, "IN%lu%s = vec4(gl_TexCoord[%lu])%s;\n",
|
|
regnum, reg_mask, i - WINED3DSHADERDECLUSAGE_TEXCOORD0, reg_mask );
|
|
break;
|
|
|
|
case WINED3DSHADERDECLUSAGE_FOG:
|
|
shader_addline(buffer, "IN%lu%s = vec4(gl_FogFragCoord)%s;\n",
|
|
regnum, reg_mask, reg_mask);
|
|
break;
|
|
|
|
default:
|
|
shader_addline(buffer, "IN%lu%s = vec4(unsupported_input)%s;\n",
|
|
regnum, reg_mask, reg_mask);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*********************************************
|
|
* Vertex Shader Specific Code begins here
|
|
********************************************/
|
|
|
|
void vshader_glsl_output_unpack(
|
|
SHADER_BUFFER* buffer,
|
|
DWORD* semantics_out) {
|
|
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < WINED3DSHADERDECLUSAGE_MAX_USAGE; i++) {
|
|
|
|
DWORD reg = semantics_out[i];
|
|
unsigned int regnum = reg & D3DSP_REGNUM_MASK;
|
|
char reg_mask[6];
|
|
|
|
/* Uninitialized */
|
|
if (!reg) continue;
|
|
|
|
shader_glsl_get_output_register_swizzle(reg, reg_mask);
|
|
|
|
switch(i) {
|
|
|
|
case WINED3DSHADERDECLUSAGE_DIFFUSE:
|
|
shader_addline(buffer, "gl_FrontColor%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);
|
|
break;
|
|
|
|
case WINED3DSHADERDECLUSAGE_SPECULAR:
|
|
shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);
|
|
break;
|
|
|
|
case WINED3DSHADERDECLUSAGE_POSITION:
|
|
shader_addline(buffer, "gl_Position%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);
|
|
break;
|
|
|
|
case WINED3DSHADERDECLUSAGE_TEXCOORD0:
|
|
case WINED3DSHADERDECLUSAGE_TEXCOORD1:
|
|
case WINED3DSHADERDECLUSAGE_TEXCOORD2:
|
|
case WINED3DSHADERDECLUSAGE_TEXCOORD3:
|
|
case WINED3DSHADERDECLUSAGE_TEXCOORD4:
|
|
case WINED3DSHADERDECLUSAGE_TEXCOORD5:
|
|
case WINED3DSHADERDECLUSAGE_TEXCOORD6:
|
|
case WINED3DSHADERDECLUSAGE_TEXCOORD7:
|
|
shader_addline(buffer, "gl_TexCoord[%lu]%s = OUT%lu%s;\n",
|
|
i - WINED3DSHADERDECLUSAGE_TEXCOORD0, reg_mask, regnum, reg_mask);
|
|
break;
|
|
|
|
case WINED3DSHADERDECLUSAGE_PSIZE:
|
|
shader_addline(buffer, "gl_PointSize = OUT%lu.x;\n", regnum);
|
|
break;
|
|
|
|
case WINED3DSHADERDECLUSAGE_FOG:
|
|
shader_addline(buffer, "gl_FogFragCoord%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);
|
|
break;
|
|
|
|
default:
|
|
shader_addline(buffer, "unsupported_output%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);
|
|
}
|
|
}
|
|
}
|