📄 glsl_shader.c
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* 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) {
glsl_src_param_t rel_param;
shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
sprintf(tmpStr, "%s[%s + %u]", prefix, rel_param.param_str, 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;
case WINED3DSPR_MISCTYPE:
if (reg == 0) {
/* vPos */
sprintf(tmpStr, "gl_FragCoord");
} else {
/* gl_FrontFacing could be used for vFace, but note that
* gl_FrontFacing is a bool, while vFace is a float for
* which the sign determines front/back */
FIXME("Unhandled misctype register %d\n", reg);
sprintf(tmpStr, "unrecognized_register");
}
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;
if (shader_is_scalar(param)) {
mask = WINED3DSP_WRITEMASK_0;
} else {
*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 size_t shader_glsl_get_write_mask_size(DWORD write_mask) {
size_t size = 0;
if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
return size;
}
static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, 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. */
DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
char *ptr = swizzle_str;
if (!shader_is_scalar(param)) {
*ptr++ = '.';
/* swizzle bits fields: wwzzyyxx */
if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
}
*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, DWORD mask, glsl_src_param_t *src_param) {
BOOL is_color = FALSE;
char swizzle_str[6];
src_param->reg_name[0] = '\0';
src_param->param_str[0] = '\0';
swizzle_str[0] = '\0';
shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_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, glsl_dst_param_t *dst_param) {
BOOL is_color = FALSE;
dst_param->mask_str[0] = '\0';
dst_param->reg_name[0] = '\0';
shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
return shader_glsl_get_write_mask(param, dst_param->mask_str);
}
/* Append the destination part of the instruction to the buffer, return the effective write mask */
static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg, const DWORD param) {
glsl_dst_param_t dst_param;
DWORD mask;
int shift;
mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
if(mask) {
shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
}
return mask;
}
/* Append the destination part of the instruction to the buffer, return the effective write mask */
static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg) {
return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
}
/** 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) {
glsl_dst_param_t dst_param;
shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
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_param.reg_name,
dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
}
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_get_sample_function(DWORD sampler_type, BOOL projected, glsl_sample_function_t *sample_function) {
/* Note that there's no such thing as a projected cube texture. */
switch(sampler_type) {
case WINED3DSTT_1D:
sample_function->name = projected ? "texture1DProj" : "texture1D";
sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
break;
case WINED3DSTT_2D:
sample_function->name = projected ? "texture2DProj" : "texture2D";
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
break;
case WINED3DSTT_CUBE:
sample_function->name = "textureCube";
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
break;
case WINED3DSTT_VOLUME:
sample_function->name = projected ? "texture3DProj" : "texture3D";
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
break;
default:
sample_function->name = "";
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;
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
DWORD write_mask;
char op;
/* Determine the GLSL operator to use based on the opcode */
switch (curOpcode->opcode) {
case WINED3DSIO_MUL: op = '*'; break;
case WINED3DSIO_ADD: op = '+'; break;
case WINED3DSIO_SUB: op = '-'; break;
default:
op = ' ';
FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
break;
}
write_mask = shader_glsl_append_dst(buffer, arg);
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
}
/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
SHADER_BUFFER* buffer = arg->buffer;
glsl_src_param_t src0_param;
DWORD write_mask;
write_mask = shader_glsl_append_dst(buffer, arg);
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
/* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
* shader versions WINED3DSIO_MOVA is used for this. */
if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 &&
!shader_is_pshader_version(shader->baseShader.hex_version) &&
shader_get_regtype(arg->dst) == WINED3DSPR_ADDR) ||
arg->opcode->opcode == WINED3DSIO_MOVA) {
/* We need to *round* to the nearest int here. */
size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
if (mask_size > 1) {
shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size, src0_param.param_str, mask_size, src0_param.param_str);
} else {
shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
}
} else {
shader_addline(buffer, "%s);\n", src0_param.param_str);
}
}
/* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
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