Jason Green : wined3d:
Add ability to generate GLSL shader objects for vertex and pixel
shaders.
Alexandre Julliard
julliard at wine.codeweavers.com
Sat May 27 06:34:16 CDT 2006
Module: wine
Branch: refs/heads/master
Commit: 473ce80fa25a94121c08f1a2cc24c78ab4c37bd2
URL: http://source.winehq.org/git/?p=wine.git;a=commit;h=473ce80fa25a94121c08f1a2cc24c78ab4c37bd2
Author: Jason Green <jave27 at 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
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