Module: wine Branch: refs/heads/master Commit: 473ce80fa25a94121c08f1a2cc24c78ab4c37bd2 URL: http://source.winehq.org/git/?p=wine.git;a=commit;h=473ce80fa25a94121c08f1a2...
Author: Jason Green jave27@gmail.com Date: Fri May 26 11:52:33 2006 -0400
wined3d: Add ability to generate GLSL shader objects for vertex and pixel shaders.
---
dlls/wined3d/baseshader.c | 36 +++++++++++++++++++++++++++++++----- dlls/wined3d/pixelshader.c | 25 +++++++++++++++++++++++-- dlls/wined3d/vertexshader.c | 23 +++++++++++++++++++++-- dlls/wined3d/wined3d_private.h | 1 + 4 files changed, 76 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c index 4e30421..7c24fa0 100644 --- a/dlls/wined3d/baseshader.c +++ b/dlls/wined3d/baseshader.c @@ -549,8 +549,34 @@ void generate_glsl_declarations( shader_reg_maps* reg_maps, SHADER_BUFFER* buffer) {
+ IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; + int i; + FIXME("GLSL not fully implemented yet.\n");
+ /* Declare the constants (aka uniforms) */ + shader_addline(buffer, "uniform vec4 C[%u];\n", This->baseShader.limits.constant_float); + + /* Declare address variables */ + for (i = 0; i < This->baseShader.limits.address; i++) { + if (reg_maps->address & (1 << i)) + shader_addline(buffer, "ivec4 A%ld;\n", i); + } + + /* Declare all named attributes (TODO: Add this to the reg_maps + * and only declare those that are needed) */ + for (i = 0; i < This->baseShader.limits.attributes; i++) { + shader_addline(buffer, "attribute vec4 attrib%i;\n", i); + } + + /* Declare temporary variables */ + for(i = 0; i < This->baseShader.limits.temporary; i++) { + if (reg_maps->temporary & (1 << i)) + shader_addline(buffer, "vec4 R%lu;\n", i); + } + + /* Start the main program */ + shader_addline(buffer, "void main() {\n"); }
/** Shared code in order to generate the bulk of the shader string. @@ -585,7 +611,6 @@ void generate_base_shader( /* Pre-declare registers */ if (wined3d_settings.shader_mode == SHADER_GLSL) { generate_glsl_declarations(iface, ®_maps, buffer); - shader_addline(buffer, "void main() {\n"); } else { generate_arb_declarations(iface, ®_maps, buffer); } @@ -680,8 +705,7 @@ void generate_base_shader( /** Prints the GLSL info log which will contain error messages if they exist */ void print_glsl_info_log( WineD3D_GL_Info *gl_info, - GLhandleARB obj) -{ + GLhandleARB obj) { int infologLength = 0; char *infoLog;
@@ -689,11 +713,13 @@ void print_glsl_info_log( GL_OBJECT_INFO_LOG_LENGTH_ARB, &infologLength));
- if (infologLength > 0) + /* A size of 1 is just a null-terminated string, so the log should be bigger than + * that if there are errors. */ + if (infologLength > 1) { infoLog = (char *)HeapAlloc(GetProcessHeap(), 0, infologLength); GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog)); - FIXME("Error received from GLSL shader #%u: %s", obj, debugstr_a(infoLog)); + FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog)); HeapFree(GetProcessHeap(), 0, infoLog); } } diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c index be4fbb8..283d1f0 100644 --- a/dlls/wined3d/pixelshader.c +++ b/dlls/wined3d/pixelshader.c @@ -941,6 +941,7 @@ void pshader_set_version( This->baseShader.version = major * 10 + minor; TRACE("ps_%lu_%lu\n", major, minor);
+ This->baseShader.limits.attributes = 0; This->baseShader.limits.address = 0;
switch (This->baseShader.version) { @@ -1298,8 +1299,28 @@ #endif buffer.bsize = 0; buffer.lineNo = 0;
- /* TODO: Optionally, generate the GLSL shader instead */ - if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) { + if (wined3d_settings.shader_mode == SHADER_GLSL) { + + /* Create the hw GLSL shader object and assign it as the baseShader.prgId */ + GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB)); + + /* Generate the bulk of the shader code */ + generate_base_shader( (IWineD3DBaseShader*) This, &buffer, pFunction); + + /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */ + if (This->baseShader.hex_version < D3DPS_VERSION(2,0)) + shader_addline(&buffer, "glFragColor = R0;\n"); + shader_addline(&buffer, "}\n\0"); + + TRACE("Compiling shader object %u\n", shader_obj); + GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer.buffer, NULL)); + GL_EXTCALL(glCompileShaderARB(shader_obj)); + print_glsl_info_log(&GLINFO_LOCATION, shader_obj); + + /* Store the shader object */ + This->baseShader.prgId = shader_obj; + + } else if (wined3d_settings.shader_mode == SHADER_ARB) { /* Create the hw ARB shader */ shader_addline(&buffer, "!!ARBfp1.0\n");
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c index cb8d973..d82546e 100644 --- a/dlls/wined3d/vertexshader.c +++ b/dlls/wined3d/vertexshader.c @@ -842,6 +842,7 @@ void vshader_set_version( TRACE("vs_%lu_%lu\n", major, minor);
This->baseShader.limits.texture = 0; + This->baseShader.limits.attributes = 16;
/* Must match D3DCAPS9.MaxVertexShaderConst: at least 256 for vs_2_0 */ This->baseShader.limits.constant_float = WINED3D_VSHADER_MAX_CONSTANTS; @@ -1063,8 +1064,26 @@ #endif buffer.bsize = 0; buffer.lineNo = 0;
- /* TODO: Optionally, generate the GLSL shader instead */ - if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) { + if (wined3d_settings.shader_mode == SHADER_GLSL) { + + /* Create the hw GLSL shader program and assign it as the baseShader.prgId */ + GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)); + + /* Generate the bulk of the shader code */ + generate_base_shader( (IWineD3DBaseShader*) This, &buffer, pFunction); + + shader_addline(&buffer, "}\n\0"); + + TRACE("Compiling shader object %u\n", shader_obj); + GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer.buffer, NULL)); + GL_EXTCALL(glCompileShaderARB(shader_obj)); + print_glsl_info_log(&GLINFO_LOCATION, shader_obj); + + /* Store the shader object */ + This->baseShader.prgId = shader_obj; + + } else if (wined3d_settings.shader_mode == SHADER_ARB) { + /* Create the hw ARB shader */ shader_addline(&buffer, "!!ARBvp1.0\n");
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 3e3bf80..0552ee4 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1282,6 +1282,7 @@ typedef struct SHADER_LIMITS { unsigned int constant_float; unsigned int constant_bool; unsigned int address; + unsigned int attributes; } SHADER_LIMITS;
/** Keeps track of details for TEX_M#x# shader opcodes which need to