[WINED3D 5/5] Added ability to generate GLSL in pixel shaders
Jason Green
jave27 at gmail.com
Thu May 18 23:50:36 CDT 2006
---
dlls/wined3d/pixelshader.c | 28 ++++++++++++++++++++++++++--
1 files changed, 26 insertions(+), 2 deletions(-)
a94f1d4507d5f48c8081e55febde796057b2cc7c
diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index 05241d2..d3a251b 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -5,6 +5,7 @@
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2005 Oliver Stieber
* Copyright 2006 Ivan Gyurdiev
+ * Copyright 2006 Jason Green
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@@ -1331,8 +1332,31 @@ #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 assigned it as the
baseShader.prgId */
+ GLhandleARB shader_obj =
GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
+
+ /* TODO: Add any ps-specific declarations to buffer here */
+
+ /* Generate the bulk of the shader code */
+ generate_base_shader( (IWineD3DBaseShader*) This, &buffer, pFunction);
+
+ if (This->baseShader.hex_version < D3DPS_VERSION(2,0))
+ shader_addline(&buffer, "gl_FragColor = R0;\n");
+ shader_addline(&buffer, "}\n\0");
+
+ GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const
char**)&buffer.buffer, NULL));
+ GL_EXTCALL(glCompileShaderARB(shader_obj));
+ checkGLcall("glCompileShaderARB");
+
+ /* Check for errors in our shader */
+ if (shader_is_glsl_error( (IWineD3DBaseShader*) This,
shader_obj, GL_OBJECT_COMPILE_STATUS_ARB))
+ This->baseShader.prgId = -1;
+ else
+ This->baseShader.prgId = shader_obj;
+
+ } else if (wined3d_settings.shader_mode == SHADER_ARB) {
/* Create the hw ARB shader */
shader_addline(&buffer, "!!ARBfp1.0\n");
--
1.3.3
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