push 8724397e7ede0f147b6e05994a72142d44d4fecc
[wine/hacks.git] / dlls / wined3d / glsl_shader.c
blob20e8df0eca31f6b1c9e0050b440fce6aa0703780
1 /*
2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 * D3D shader asm has swizzles on source parameters, and write masks for
25 * destination parameters. GLSL uses swizzles for both. The result of this is
26 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
27 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
28 * mask for the destination parameter into account.
31 #include "config.h"
32 #include <limits.h>
33 #include <stdio.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41 #define GLINFO_LOCATION (*gl_info)
43 typedef struct {
44 char reg_name[150];
45 char mask_str[6];
46 } glsl_dst_param_t;
48 typedef struct {
49 char reg_name[150];
50 char param_str[100];
51 } glsl_src_param_t;
53 typedef struct {
54 const char *name;
55 DWORD coord_mask;
56 } glsl_sample_function_t;
58 enum heap_node_op
60 HEAP_NODE_TRAVERSE_LEFT,
61 HEAP_NODE_TRAVERSE_RIGHT,
62 HEAP_NODE_POP,
65 struct constant_entry
67 unsigned int idx;
68 unsigned int version;
71 struct constant_heap
73 struct constant_entry *entries;
74 unsigned int *positions;
75 unsigned int size;
78 /* GLSL shader private data */
79 struct shader_glsl_priv {
80 struct hash_table_t *glsl_program_lookup;
81 struct glsl_shader_prog_link *glsl_program;
82 struct constant_heap vconst_heap;
83 struct constant_heap pconst_heap;
84 unsigned char *stack;
85 GLhandleARB depth_blt_program[tex_type_count];
86 UINT next_constant_version;
89 /* Struct to maintain data about a linked GLSL program */
90 struct glsl_shader_prog_link {
91 struct list vshader_entry;
92 struct list pshader_entry;
93 GLhandleARB programId;
94 GLhandleARB *vuniformF_locations;
95 GLhandleARB *puniformF_locations;
96 GLhandleARB vuniformI_locations[MAX_CONST_I];
97 GLhandleARB puniformI_locations[MAX_CONST_I];
98 GLhandleARB posFixup_location;
99 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
100 GLhandleARB luminancescale_location[MAX_TEXTURES];
101 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
102 GLhandleARB ycorrection_location;
103 GLenum vertex_color_clamp;
104 IWineD3DVertexShader *vshader;
105 IWineD3DPixelShader *pshader;
106 struct vs_compile_args vs_args;
107 struct ps_compile_args ps_args;
108 UINT constant_version;
111 typedef struct {
112 IWineD3DVertexShader *vshader;
113 IWineD3DPixelShader *pshader;
114 struct ps_compile_args ps_args;
115 struct vs_compile_args vs_args;
116 } glsl_program_key_t;
119 /** Prints the GLSL info log which will contain error messages if they exist */
120 static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
122 int infologLength = 0;
123 char *infoLog;
124 unsigned int i;
125 BOOL is_spam;
127 static const char * const spam[] =
129 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
130 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
131 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
132 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
133 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
134 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
135 "Fragment shader was successfully compiled to run on hardware.\n"
136 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
137 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
138 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
139 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
142 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
144 GL_EXTCALL(glGetObjectParameterivARB(obj,
145 GL_OBJECT_INFO_LOG_LENGTH_ARB,
146 &infologLength));
148 /* A size of 1 is just a null-terminated string, so the log should be bigger than
149 * that if there are errors. */
150 if (infologLength > 1)
152 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
153 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
155 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
156 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
157 is_spam = FALSE;
159 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
160 if(strcmp(infoLog, spam[i]) == 0) {
161 is_spam = TRUE;
162 break;
165 if(is_spam) {
166 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
167 } else {
168 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
170 HeapFree(GetProcessHeap(), 0, infoLog);
175 * Loads (pixel shader) samplers
177 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
179 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
180 GLhandleARB name_loc;
181 int i;
182 char sampler_name[20];
184 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
185 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
186 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
187 if (name_loc != -1) {
188 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
189 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(fragment_samplers)) {
190 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
191 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
192 checkGLcall("glUniform1iARB");
193 } else {
194 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
200 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
202 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
203 GLhandleARB name_loc;
204 char sampler_name[20];
205 int i;
207 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
208 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
209 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
210 if (name_loc != -1) {
211 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
212 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(combined_samplers)) {
213 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
214 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
215 checkGLcall("glUniform1iARB");
216 } else {
217 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
223 static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
224 const GLhandleARB *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
226 int stack_idx = 0;
227 unsigned int heap_idx = 1;
228 unsigned int idx;
230 if (heap->entries[heap_idx].version <= version) return;
232 idx = heap->entries[heap_idx].idx;
233 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
234 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
236 while (stack_idx >= 0)
238 /* Note that we fall through to the next case statement. */
239 switch(stack[stack_idx])
241 case HEAP_NODE_TRAVERSE_LEFT:
243 unsigned int left_idx = heap_idx << 1;
244 if (left_idx < heap->size && heap->entries[left_idx].version > version)
246 heap_idx = left_idx;
247 idx = heap->entries[heap_idx].idx;
248 if (constant_locations[idx] != -1)
249 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
251 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
252 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
253 break;
257 case HEAP_NODE_TRAVERSE_RIGHT:
259 unsigned int right_idx = (heap_idx << 1) + 1;
260 if (right_idx < heap->size && heap->entries[right_idx].version > version)
262 heap_idx = right_idx;
263 idx = heap->entries[heap_idx].idx;
264 if (constant_locations[idx] != -1)
265 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
267 stack[stack_idx++] = HEAP_NODE_POP;
268 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
269 break;
273 case HEAP_NODE_POP:
275 heap_idx >>= 1;
276 --stack_idx;
277 break;
281 checkGLcall("walk_constant_heap()");
284 static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
286 GLfloat clamped_constant[4];
288 if (location == -1) return;
290 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0];
291 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1];
292 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2];
293 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3];
295 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
298 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
299 const GLhandleARB *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
301 int stack_idx = 0;
302 unsigned int heap_idx = 1;
303 unsigned int idx;
305 if (heap->entries[heap_idx].version <= version) return;
307 idx = heap->entries[heap_idx].idx;
308 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
309 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
311 while (stack_idx >= 0)
313 /* Note that we fall through to the next case statement. */
314 switch(stack[stack_idx])
316 case HEAP_NODE_TRAVERSE_LEFT:
318 unsigned int left_idx = heap_idx << 1;
319 if (left_idx < heap->size && heap->entries[left_idx].version > version)
321 heap_idx = left_idx;
322 idx = heap->entries[heap_idx].idx;
323 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
325 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
326 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
327 break;
331 case HEAP_NODE_TRAVERSE_RIGHT:
333 unsigned int right_idx = (heap_idx << 1) + 1;
334 if (right_idx < heap->size && heap->entries[right_idx].version > version)
336 heap_idx = right_idx;
337 idx = heap->entries[heap_idx].idx;
338 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
340 stack[stack_idx++] = HEAP_NODE_POP;
341 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
342 break;
346 case HEAP_NODE_POP:
348 heap_idx >>= 1;
349 --stack_idx;
350 break;
354 checkGLcall("walk_constant_heap_clamped()");
357 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
358 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
359 const float *constants, const GLhandleARB *constant_locations, const struct constant_heap *heap,
360 unsigned char *stack, UINT version)
362 const local_constant *lconst;
364 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
365 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.reg_maps.shader_version) == 1
366 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version))
367 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
368 else
369 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
371 if (!This->baseShader.load_local_constsF)
373 TRACE("No need to load local float constants for this shader\n");
374 return;
377 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
378 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
380 GLhandleARB location = constant_locations[lconst->idx];
381 /* We found this uniform name in the program - go ahead and send the data */
382 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
384 checkGLcall("glUniform4fvARB()");
387 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
388 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
389 const GLhandleARB locations[MAX_CONST_I], const int *constants, WORD constants_set)
391 unsigned int i;
392 struct list* ptr;
394 for (i = 0; constants_set; constants_set >>= 1, ++i)
396 if (!(constants_set & 1)) continue;
398 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
399 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
401 /* We found this uniform name in the program - go ahead and send the data */
402 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
403 checkGLcall("glUniform4ivARB");
406 /* Load immediate constants */
407 ptr = list_head(&This->baseShader.constantsI);
408 while (ptr) {
409 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
410 unsigned int idx = lconst->idx;
411 const GLint *values = (const GLint *)lconst->value;
413 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
414 values[0], values[1], values[2], values[3]);
416 /* We found this uniform name in the program - go ahead and send the data */
417 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
418 checkGLcall("glUniform4ivARB");
419 ptr = list_next(&This->baseShader.constantsI, ptr);
423 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
424 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
425 GLhandleARB programId, const BOOL *constants, WORD constants_set)
427 GLhandleARB tmp_loc;
428 unsigned int i;
429 char tmp_name[8];
430 char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
431 const char* prefix = is_pshader? "PB":"VB";
432 struct list* ptr;
434 /* TODO: Benchmark and see if it would be beneficial to store the
435 * locations of the constants to avoid looking up each time */
436 for (i = 0; constants_set; constants_set >>= 1, ++i)
438 if (!(constants_set & 1)) continue;
440 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
442 /* TODO: Benchmark and see if it would be beneficial to store the
443 * locations of the constants to avoid looking up each time */
444 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
445 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
446 if (tmp_loc != -1)
448 /* We found this uniform name in the program - go ahead and send the data */
449 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
450 checkGLcall("glUniform1ivARB");
454 /* Load immediate constants */
455 ptr = list_head(&This->baseShader.constantsB);
456 while (ptr) {
457 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
458 unsigned int idx = lconst->idx;
459 const GLint *values = (const GLint *)lconst->value;
461 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
463 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
464 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
465 if (tmp_loc != -1) {
466 /* We found this uniform name in the program - go ahead and send the data */
467 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
468 checkGLcall("glUniform1ivARB");
470 ptr = list_next(&This->baseShader.constantsB, ptr);
474 static void reset_program_constant_version(void *value, void *context)
476 struct glsl_shader_prog_link *entry = value;
477 entry->constant_version = 0;
481 * Loads the app-supplied constants into the currently set GLSL program.
483 static void shader_glsl_load_constants(
484 IWineD3DDevice* device,
485 char usePixelShader,
486 char useVertexShader) {
488 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
489 struct shader_glsl_priv *priv = deviceImpl->shader_priv;
490 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
491 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
493 GLhandleARB programId;
494 struct glsl_shader_prog_link *prog = priv->glsl_program;
495 UINT constant_version;
496 int i;
498 if (!prog) {
499 /* No GLSL program set - nothing to do. */
500 return;
502 programId = prog->programId;
503 constant_version = prog->constant_version;
505 if (useVertexShader) {
506 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
508 /* Load DirectX 9 float constants/uniforms for vertex shader */
509 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
510 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
512 /* Load DirectX 9 integer constants/uniforms for vertex shader */
513 if(vshader->baseShader.uses_int_consts) {
514 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations,
515 stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI);
518 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
519 if(vshader->baseShader.uses_bool_consts) {
520 shader_glsl_load_constantsB(vshader, gl_info, programId,
521 stateBlock->vertexShaderConstantB, stateBlock->changed.vertexShaderConstantsB);
524 /* Upload the position fixup params */
525 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
526 checkGLcall("glUniform4fvARB");
529 if (usePixelShader) {
531 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
533 /* Load DirectX 9 float constants/uniforms for pixel shader */
534 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
535 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
537 /* Load DirectX 9 integer constants/uniforms for pixel shader */
538 if(pshader->baseShader.uses_int_consts) {
539 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations,
540 stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI);
543 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
544 if(pshader->baseShader.uses_bool_consts) {
545 shader_glsl_load_constantsB(pshader, gl_info, programId,
546 stateBlock->pixelShaderConstantB, stateBlock->changed.pixelShaderConstantsB);
549 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
550 * It can't be 0 for a valid texbem instruction.
552 for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
553 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
554 int stage = ps->luminanceconst[i].texunit;
556 const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
557 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
558 checkGLcall("glUniformMatrix2fvARB");
560 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
561 * is set too, so we can check that in the needsbumpmat check
563 if(ps->baseShader.reg_maps.luminanceparams[stage]) {
564 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
565 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
567 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
568 checkGLcall("glUniform1fvARB");
569 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
570 checkGLcall("glUniform1fvARB");
574 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
575 float correction_params[4];
576 if(deviceImpl->render_offscreen) {
577 correction_params[0] = 0.0;
578 correction_params[1] = 1.0;
579 } else {
580 /* position is window relative, not viewport relative */
581 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
582 correction_params[1] = -1.0;
584 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
588 if (priv->next_constant_version == UINT_MAX)
590 TRACE("Max constant version reached, resetting to 0.\n");
591 hash_table_for_each_entry(priv->glsl_program_lookup, reset_program_constant_version, NULL);
592 priv->next_constant_version = 1;
594 else
596 prog->constant_version = priv->next_constant_version++;
600 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
601 unsigned int heap_idx, DWORD new_version)
603 struct constant_entry *entries = heap->entries;
604 unsigned int *positions = heap->positions;
605 unsigned int parent_idx;
607 while (heap_idx > 1)
609 parent_idx = heap_idx >> 1;
611 if (new_version <= entries[parent_idx].version) break;
613 entries[heap_idx] = entries[parent_idx];
614 positions[entries[parent_idx].idx] = heap_idx;
615 heap_idx = parent_idx;
618 entries[heap_idx].version = new_version;
619 entries[heap_idx].idx = idx;
620 positions[idx] = heap_idx;
623 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
625 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
626 struct shader_glsl_priv *priv = This->shader_priv;
627 struct constant_heap *heap = &priv->vconst_heap;
628 UINT i;
630 for (i = start; i < count + start; ++i)
632 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
633 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
634 else
635 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
639 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
641 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
642 struct shader_glsl_priv *priv = This->shader_priv;
643 struct constant_heap *heap = &priv->pconst_heap;
644 UINT i;
646 for (i = start; i < count + start; ++i)
648 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
649 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
650 else
651 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
655 /** Generate the variable & register declarations for the GLSL output target */
656 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
657 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info,
658 const struct ps_compile_args *ps_args)
660 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
661 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
662 DWORD shader_version = reg_maps->shader_version;
663 unsigned int i, extra_constants_needed = 0;
664 const local_constant *lconst;
666 /* There are some minor differences between pixel and vertex shaders */
667 char pshader = shader_is_pshader_version(shader_version);
668 char prefix = pshader ? 'P' : 'V';
670 /* Prototype the subroutines */
671 for (i = 0; i < This->baseShader.limits.label; i++) {
672 if (reg_maps->labels[i])
673 shader_addline(buffer, "void subroutine%u();\n", i);
676 /* Declare the constants (aka uniforms) */
677 if (This->baseShader.limits.constant_float > 0) {
678 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
679 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
680 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
683 if (This->baseShader.limits.constant_int > 0)
684 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
686 if (This->baseShader.limits.constant_bool > 0)
687 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
689 if(!pshader) {
690 shader_addline(buffer, "uniform vec4 posFixup;\n");
691 /* Predeclaration; This function is added at link time based on the pixel shader.
692 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
693 * that. We know the input to the reorder function at vertex shader compile time, so
694 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
695 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
696 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
697 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
698 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
699 * inout.
701 if (shader_version >= WINED3DVS_VERSION(3, 0))
703 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
704 } else {
705 shader_addline(buffer, "void order_ps_input();\n");
707 } else {
708 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
710 ps_impl->numbumpenvmatconsts = 0;
711 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
712 if(!reg_maps->bumpmat[i]) {
713 continue;
716 ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
717 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
719 if(reg_maps->luminanceparams) {
720 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
721 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
722 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
723 extra_constants_needed++;
724 } else {
725 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
728 extra_constants_needed++;
729 ps_impl->numbumpenvmatconsts++;
732 if(ps_args->srgb_correction) {
733 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
734 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
735 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
736 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
738 if(reg_maps->vpos || reg_maps->usesdsy) {
739 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
740 shader_addline(buffer, "uniform vec4 ycorrection;\n");
741 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
742 extra_constants_needed++;
743 } else {
744 /* This happens because we do not have proper tracking of the constant registers that are
745 * actually used, only the max limit of the shader version
747 FIXME("Cannot find a free uniform for vpos correction params\n");
748 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
749 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
750 device->render_offscreen ? 1.0 : -1.0);
752 shader_addline(buffer, "vec4 vpos;\n");
756 /* Declare texture samplers */
757 for (i = 0; i < This->baseShader.limits.sampler; i++) {
758 if (reg_maps->samplers[i]) {
760 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
761 switch (stype) {
763 case WINED3DSTT_1D:
764 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
765 break;
766 case WINED3DSTT_2D:
767 if(device->stateBlock->textures[i] &&
768 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
769 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
770 } else {
771 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
773 break;
774 case WINED3DSTT_CUBE:
775 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
776 break;
777 case WINED3DSTT_VOLUME:
778 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
779 break;
780 default:
781 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
782 FIXME("Unrecognized sampler type: %#x\n", stype);
783 break;
788 /* Declare address variables */
789 for (i = 0; i < This->baseShader.limits.address; i++) {
790 if (reg_maps->address[i])
791 shader_addline(buffer, "ivec4 A%d;\n", i);
794 /* Declare texture coordinate temporaries and initialize them */
795 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
796 if (reg_maps->texcoord[i])
797 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
800 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
801 * helper function shader that is linked in at link time
803 if (pshader && shader_version >= WINED3DPS_VERSION(3, 0))
805 if (use_vs(device->stateBlock))
807 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
808 } else {
809 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
810 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
811 * pixel shader that reads the fixed function color into the packed input registers.
813 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
817 /* Declare output register temporaries */
818 if(This->baseShader.limits.packed_output) {
819 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
822 /* Declare temporary variables */
823 for(i = 0; i < This->baseShader.limits.temporary; i++) {
824 if (reg_maps->temporary[i])
825 shader_addline(buffer, "vec4 R%u;\n", i);
828 /* Declare attributes */
829 for (i = 0; i < This->baseShader.limits.attributes; i++) {
830 if (reg_maps->attributes[i])
831 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
834 /* Declare loop registers aLx */
835 for (i = 0; i < reg_maps->loop_depth; i++) {
836 shader_addline(buffer, "int aL%u;\n", i);
837 shader_addline(buffer, "int tmpInt%u;\n", i);
840 /* Temporary variables for matrix operations */
841 shader_addline(buffer, "vec4 tmp0;\n");
842 shader_addline(buffer, "vec4 tmp1;\n");
844 /* Local constants use a different name so they can be loaded once at shader link time
845 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
846 * float -> string conversion can cause precision loss.
848 if(!This->baseShader.load_local_constsF) {
849 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
850 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
854 /* Start the main program */
855 shader_addline(buffer, "void main() {\n");
856 if(pshader && reg_maps->vpos) {
857 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
858 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
859 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
860 * precision troubles when we just substract 0.5.
862 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
864 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
866 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
867 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
868 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
869 * correctly on drivers that returns integer values.
871 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
875 /*****************************************************************************
876 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
878 * For more information, see http://wiki.winehq.org/DirectX-Shaders
879 ****************************************************************************/
881 /* Prototypes */
882 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
883 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
885 /** Used for opcode modifiers - They multiply the result by the specified amount */
886 static const char * const shift_glsl_tab[] = {
887 "", /* 0 (none) */
888 "2.0 * ", /* 1 (x2) */
889 "4.0 * ", /* 2 (x4) */
890 "8.0 * ", /* 3 (x8) */
891 "16.0 * ", /* 4 (x16) */
892 "32.0 * ", /* 5 (x32) */
893 "", /* 6 (x64) */
894 "", /* 7 (x128) */
895 "", /* 8 (d256) */
896 "", /* 9 (d128) */
897 "", /* 10 (d64) */
898 "", /* 11 (d32) */
899 "0.0625 * ", /* 12 (d16) */
900 "0.125 * ", /* 13 (d8) */
901 "0.25 * ", /* 14 (d4) */
902 "0.5 * " /* 15 (d2) */
905 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
906 static void shader_glsl_gen_modifier (
907 const DWORD instr,
908 const char *in_reg,
909 const char *in_regswizzle,
910 char *out_str) {
912 out_str[0] = 0;
914 if (instr == WINED3DSIO_TEXKILL)
915 return;
917 switch (instr & WINED3DSP_SRCMOD_MASK) {
918 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
919 case WINED3DSPSM_DW:
920 case WINED3DSPSM_NONE:
921 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
922 break;
923 case WINED3DSPSM_NEG:
924 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
925 break;
926 case WINED3DSPSM_NOT:
927 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
928 break;
929 case WINED3DSPSM_BIAS:
930 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
931 break;
932 case WINED3DSPSM_BIASNEG:
933 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
934 break;
935 case WINED3DSPSM_SIGN:
936 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
937 break;
938 case WINED3DSPSM_SIGNNEG:
939 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
940 break;
941 case WINED3DSPSM_COMP:
942 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
943 break;
944 case WINED3DSPSM_X2:
945 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
946 break;
947 case WINED3DSPSM_X2NEG:
948 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
949 break;
950 case WINED3DSPSM_ABS:
951 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
952 break;
953 case WINED3DSPSM_ABSNEG:
954 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
955 break;
956 default:
957 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
958 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
962 /** Writes the GLSL variable name that corresponds to the register that the
963 * DX opcode parameter is trying to access */
964 static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_token,
965 char *regstr, BOOL *is_color, const SHADER_OPCODE_ARG *arg)
967 /* oPos, oFog and oPts in D3D */
968 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
970 DWORD reg = param & WINED3DSP_REGNUM_MASK;
971 DWORD regtype = shader_get_regtype(param);
972 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
973 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
974 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
975 DWORD shader_version = This->baseShader.reg_maps.shader_version;
976 char pshader = shader_is_pshader_version(shader_version);
977 char tmpStr[150];
979 *is_color = FALSE;
981 switch (regtype) {
982 case WINED3DSPR_TEMP:
983 sprintf(tmpStr, "R%u", reg);
984 break;
985 case WINED3DSPR_INPUT:
986 if (pshader) {
987 /* Pixel shaders >= 3.0 */
988 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3)
990 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
992 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
993 glsl_src_param_t rel_param;
994 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
996 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
997 * operation there
999 if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
1000 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1001 sprintf(tmpStr, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1002 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count - 1,
1003 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count,
1004 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
1005 } else {
1006 sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
1008 } else {
1009 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1010 sprintf(tmpStr, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1011 rel_param.param_str, in_count - 1,
1012 rel_param.param_str, in_count,
1013 rel_param.param_str);
1014 } else {
1015 sprintf(tmpStr, "IN[%s]", rel_param.param_str);
1018 } else {
1019 DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg];
1020 if (idx == in_count) {
1021 sprintf(tmpStr, "gl_Color");
1022 } else if (idx == in_count + 1) {
1023 sprintf(tmpStr, "gl_SecondaryColor");
1024 } else {
1025 sprintf(tmpStr, "IN[%u]", idx);
1028 } else {
1029 if (reg==0)
1030 strcpy(tmpStr, "gl_Color");
1031 else
1032 strcpy(tmpStr, "gl_SecondaryColor");
1034 } else {
1035 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << reg)) *is_color = TRUE;
1036 sprintf(tmpStr, "attrib%u", reg);
1038 break;
1039 case WINED3DSPR_CONST:
1041 const char prefix = pshader? 'P':'V';
1043 /* Relative addressing */
1044 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
1046 /* Relative addressing on shaders 2.0+ have a relative address token,
1047 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
1048 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
1050 glsl_src_param_t rel_param;
1051 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
1052 if(reg) {
1053 sprintf(tmpStr, "%cC[%s + %u]", prefix, rel_param.param_str, reg);
1054 } else {
1055 sprintf(tmpStr, "%cC[%s]", prefix, rel_param.param_str);
1057 } else {
1058 if(reg) {
1059 sprintf(tmpStr, "%cC[A0.x + %u]", prefix, reg);
1060 } else {
1061 sprintf(tmpStr, "%cC[A0.x]", prefix);
1065 } else {
1066 if(shader_constant_is_local(This, reg)) {
1067 sprintf(tmpStr, "%cLC%u", prefix, reg);
1068 } else {
1069 sprintf(tmpStr, "%cC[%u]", prefix, reg);
1073 break;
1075 case WINED3DSPR_CONSTINT:
1076 if (pshader)
1077 sprintf(tmpStr, "PI[%u]", reg);
1078 else
1079 sprintf(tmpStr, "VI[%u]", reg);
1080 break;
1081 case WINED3DSPR_CONSTBOOL:
1082 if (pshader)
1083 sprintf(tmpStr, "PB[%u]", reg);
1084 else
1085 sprintf(tmpStr, "VB[%u]", reg);
1086 break;
1087 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1088 if (pshader) {
1089 sprintf(tmpStr, "T%u", reg);
1090 } else {
1091 sprintf(tmpStr, "A%u", reg);
1093 break;
1094 case WINED3DSPR_LOOP:
1095 sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
1096 break;
1097 case WINED3DSPR_SAMPLER:
1098 if (pshader)
1099 sprintf(tmpStr, "Psampler%u", reg);
1100 else
1101 sprintf(tmpStr, "Vsampler%u", reg);
1102 break;
1103 case WINED3DSPR_COLOROUT:
1104 if (reg >= GL_LIMITS(buffers)) {
1105 WARN("Write to render target %u, only %d supported\n", reg, 4);
1107 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
1108 sprintf(tmpStr, "gl_FragData[%u]", reg);
1109 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1110 sprintf(tmpStr, "gl_FragColor");
1112 break;
1113 case WINED3DSPR_RASTOUT:
1114 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
1115 break;
1116 case WINED3DSPR_DEPTHOUT:
1117 sprintf(tmpStr, "gl_FragDepth");
1118 break;
1119 case WINED3DSPR_ATTROUT:
1120 if (reg == 0) {
1121 sprintf(tmpStr, "gl_FrontColor");
1122 } else {
1123 sprintf(tmpStr, "gl_FrontSecondaryColor");
1125 break;
1126 case WINED3DSPR_TEXCRDOUT:
1127 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1128 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) sprintf(tmpStr, "OUT[%u]", reg);
1129 else sprintf(tmpStr, "gl_TexCoord[%u]", reg);
1130 break;
1131 case WINED3DSPR_MISCTYPE:
1132 if (reg == 0) {
1133 /* vPos */
1134 sprintf(tmpStr, "vpos");
1135 } else if (reg == 1){
1136 /* Note that gl_FrontFacing is a bool, while vFace is
1137 * a float for which the sign determines front/back
1139 sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
1140 } else {
1141 FIXME("Unhandled misctype register %d\n", reg);
1142 sprintf(tmpStr, "unrecognized_register");
1144 break;
1145 default:
1146 FIXME("Unhandled register name Type(%d)\n", regtype);
1147 sprintf(tmpStr, "unrecognized_register");
1148 break;
1151 strcat(regstr, tmpStr);
1154 /* Get the GLSL write mask for the destination register */
1155 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
1156 char *ptr = write_mask;
1157 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
1159 if (shader_is_scalar(param)) {
1160 mask = WINED3DSP_WRITEMASK_0;
1161 } else {
1162 *ptr++ = '.';
1163 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1164 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1165 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1166 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1169 *ptr = '\0';
1171 return mask;
1174 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1175 unsigned int size = 0;
1177 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1178 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1179 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1180 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1182 return size;
1185 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
1186 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1187 * but addressed as "rgba". To fix this we need to swap the register's x
1188 * and z components. */
1189 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1190 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1191 char *ptr = swizzle_str;
1193 if (!shader_is_scalar(param)) {
1194 *ptr++ = '.';
1195 /* swizzle bits fields: wwzzyyxx */
1196 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
1197 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
1198 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
1199 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
1202 *ptr = '\0';
1205 /* From a given parameter token, generate the corresponding GLSL string.
1206 * Also, return the actual register name and swizzle in case the
1207 * caller needs this information as well. */
1208 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
1209 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param)
1211 BOOL is_color = FALSE;
1212 char swizzle_str[6];
1214 src_param->reg_name[0] = '\0';
1215 src_param->param_str[0] = '\0';
1216 swizzle_str[0] = '\0';
1218 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
1220 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
1221 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
1224 /* From a given parameter token, generate the corresponding GLSL string.
1225 * Also, return the actual register name and swizzle in case the
1226 * caller needs this information as well. */
1227 static DWORD shader_glsl_add_dst_param(const SHADER_OPCODE_ARG* arg, const DWORD param,
1228 const DWORD addr_token, glsl_dst_param_t *dst_param)
1230 BOOL is_color = FALSE;
1232 dst_param->mask_str[0] = '\0';
1233 dst_param->reg_name[0] = '\0';
1235 shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
1236 return shader_glsl_get_write_mask(param, dst_param->mask_str);
1239 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1240 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg, const DWORD param)
1242 glsl_dst_param_t dst_param;
1243 DWORD mask;
1244 int shift;
1246 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
1248 if(mask) {
1249 shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1250 shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
1253 return mask;
1256 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1257 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg)
1259 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
1262 /** Process GLSL instruction modifiers */
1263 void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG* arg)
1265 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
1267 if (arg->opcode->dst_token && mask != 0) {
1268 glsl_dst_param_t dst_param;
1270 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1272 if (mask & WINED3DSPDM_SATURATE) {
1273 /* _SAT means to clamp the value of the register to between 0 and 1 */
1274 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1275 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1277 if (mask & WINED3DSPDM_MSAMPCENTROID) {
1278 FIXME("_centroid modifier not handled\n");
1280 if (mask & WINED3DSPDM_PARTIALPRECISION) {
1281 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1286 static inline const char* shader_get_comp_op(
1287 const DWORD opcode) {
1289 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1290 switch (op) {
1291 case COMPARISON_GT: return ">";
1292 case COMPARISON_EQ: return "==";
1293 case COMPARISON_GE: return ">=";
1294 case COMPARISON_LT: return "<";
1295 case COMPARISON_NE: return "!=";
1296 case COMPARISON_LE: return "<=";
1297 default:
1298 FIXME("Unrecognized comparison value: %u\n", op);
1299 return "(\?\?)";
1303 static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, BOOL lod, glsl_sample_function_t *sample_function) {
1304 /* Note that there's no such thing as a projected cube texture. */
1305 switch(sampler_type) {
1306 case WINED3DSTT_1D:
1307 if(lod) {
1308 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1309 } else {
1310 sample_function->name = projected ? "texture1DProj" : "texture1D";
1312 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1313 break;
1314 case WINED3DSTT_2D:
1315 if(texrect) {
1316 if(lod) {
1317 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1318 } else {
1319 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1321 } else {
1322 if(lod) {
1323 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1324 } else {
1325 sample_function->name = projected ? "texture2DProj" : "texture2D";
1328 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1329 break;
1330 case WINED3DSTT_CUBE:
1331 if(lod) {
1332 sample_function->name = "textureCubeLod";
1333 } else {
1334 sample_function->name = "textureCube";
1336 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1337 break;
1338 case WINED3DSTT_VOLUME:
1339 if(lod) {
1340 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1341 } else {
1342 sample_function->name = projected ? "texture3DProj" : "texture3D";
1344 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1345 break;
1346 default:
1347 sample_function->name = "";
1348 sample_function->coord_mask = 0;
1349 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1350 break;
1354 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1355 BOOL sign_fixup, enum fixup_channel_source channel_source)
1357 switch(channel_source)
1359 case CHANNEL_SOURCE_ZERO:
1360 strcat(arguments, "0.0");
1361 break;
1363 case CHANNEL_SOURCE_ONE:
1364 strcat(arguments, "1.0");
1365 break;
1367 case CHANNEL_SOURCE_X:
1368 strcat(arguments, reg_name);
1369 strcat(arguments, ".x");
1370 break;
1372 case CHANNEL_SOURCE_Y:
1373 strcat(arguments, reg_name);
1374 strcat(arguments, ".y");
1375 break;
1377 case CHANNEL_SOURCE_Z:
1378 strcat(arguments, reg_name);
1379 strcat(arguments, ".z");
1380 break;
1382 case CHANNEL_SOURCE_W:
1383 strcat(arguments, reg_name);
1384 strcat(arguments, ".w");
1385 break;
1387 default:
1388 FIXME("Unhandled channel source %#x\n", channel_source);
1389 strcat(arguments, "undefined");
1390 break;
1393 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1396 static void shader_glsl_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup)
1398 unsigned int mask_size, remaining;
1399 glsl_dst_param_t dst_param;
1400 char arguments[256];
1401 DWORD mask;
1402 BOOL dummy;
1404 mask = 0;
1405 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1406 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1407 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1408 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1409 mask &= arg->dst;
1411 if (!mask) return; /* Nothing to do */
1413 if (is_yuv_fixup(fixup))
1415 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1416 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1417 return;
1420 mask_size = shader_glsl_get_write_mask_size(mask);
1422 dst_param.mask_str[0] = '\0';
1423 shader_glsl_get_write_mask(mask, dst_param.mask_str);
1425 dst_param.reg_name[0] = '\0';
1426 shader_glsl_get_register_name(arg->dst, arg->dst_addr, dst_param.reg_name, &dummy, arg);
1428 arguments[0] = '\0';
1429 remaining = mask_size;
1430 if (mask & WINED3DSP_WRITEMASK_0)
1432 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1433 if (--remaining) strcat(arguments, ", ");
1435 if (mask & WINED3DSP_WRITEMASK_1)
1437 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1438 if (--remaining) strcat(arguments, ", ");
1440 if (mask & WINED3DSP_WRITEMASK_2)
1442 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1443 if (--remaining) strcat(arguments, ", ");
1445 if (mask & WINED3DSP_WRITEMASK_3)
1447 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1448 if (--remaining) strcat(arguments, ", ");
1451 if (mask_size > 1)
1453 shader_addline(arg->buffer, "%s%s = vec%u(%s);\n",
1454 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1456 else
1458 shader_addline(arg->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1462 static void shader_glsl_gen_sample_code(const SHADER_OPCODE_ARG *arg, DWORD sampler, const char *coord_reg,
1463 const glsl_sample_function_t *sample_function, DWORD swizzle,
1464 const char *bias) {
1465 const char *sampler_base;
1466 char dst_swizzle[6];
1467 struct color_fixup_desc fixup;
1469 shader_glsl_get_swizzle(swizzle, FALSE, arg->dst, dst_swizzle);
1471 if(shader_is_pshader_version(arg->reg_maps->shader_version)) {
1472 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) arg->shader;
1473 fixup = This->cur_args->color_fixup[sampler];
1474 sampler_base = "Psampler";
1475 } else {
1476 sampler_base = "Vsampler";
1477 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1480 shader_glsl_append_dst(arg->buffer, arg);
1482 if(bias) {
1483 shader_addline(arg->buffer, "%s(%s%u, %s, %s)%s);\n",
1484 sample_function->name, sampler_base, sampler, coord_reg, bias, dst_swizzle);
1485 } else {
1486 shader_addline(arg->buffer, "%s(%s%u, %s)%s);\n",
1487 sample_function->name, sampler_base, sampler, coord_reg, dst_swizzle);
1490 if(!is_identity_fixup(fixup)) {
1491 shader_glsl_color_correction(arg, fixup);
1495 /*****************************************************************************
1497 * Begin processing individual instruction opcodes
1499 ****************************************************************************/
1501 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1502 static void shader_glsl_arith(const SHADER_OPCODE_ARG *arg)
1504 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1505 SHADER_BUFFER* buffer = arg->buffer;
1506 glsl_src_param_t src0_param;
1507 glsl_src_param_t src1_param;
1508 DWORD write_mask;
1509 char op;
1511 /* Determine the GLSL operator to use based on the opcode */
1512 switch (curOpcode->opcode) {
1513 case WINED3DSIO_MUL: op = '*'; break;
1514 case WINED3DSIO_ADD: op = '+'; break;
1515 case WINED3DSIO_SUB: op = '-'; break;
1516 default:
1517 op = ' ';
1518 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1519 break;
1522 write_mask = shader_glsl_append_dst(buffer, arg);
1523 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1524 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1525 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1528 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1529 static void shader_glsl_mov(const SHADER_OPCODE_ARG *arg)
1531 SHADER_BUFFER* buffer = arg->buffer;
1532 glsl_src_param_t src0_param;
1533 DWORD write_mask;
1535 write_mask = shader_glsl_append_dst(buffer, arg);
1536 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1538 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1539 * shader versions WINED3DSIO_MOVA is used for this. */
1540 if ((WINED3DSHADER_VERSION_MAJOR(arg->reg_maps->shader_version) == 1
1541 && !shader_is_pshader_version(arg->reg_maps->shader_version)
1542 && shader_get_regtype(arg->dst) == WINED3DSPR_ADDR))
1544 /* This is a simple floor() */
1545 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1546 if (mask_size > 1) {
1547 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1548 } else {
1549 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1551 } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
1552 /* We need to *round* to the nearest int here. */
1553 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1554 if (mask_size > 1) {
1555 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);
1556 } else {
1557 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1559 } else {
1560 shader_addline(buffer, "%s);\n", src0_param.param_str);
1564 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1565 static void shader_glsl_dot(const SHADER_OPCODE_ARG *arg)
1567 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1568 SHADER_BUFFER* buffer = arg->buffer;
1569 glsl_src_param_t src0_param;
1570 glsl_src_param_t src1_param;
1571 DWORD dst_write_mask, src_write_mask;
1572 unsigned int dst_size = 0;
1574 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1575 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1577 /* dp3 works on vec3, dp4 on vec4 */
1578 if (curOpcode->opcode == WINED3DSIO_DP4) {
1579 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1580 } else {
1581 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1584 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
1585 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
1587 if (dst_size > 1) {
1588 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1589 } else {
1590 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1594 /* Note that this instruction has some restrictions. The destination write mask
1595 * can't contain the w component, and the source swizzles have to be .xyzw */
1596 static void shader_glsl_cross(const SHADER_OPCODE_ARG *arg)
1598 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1599 glsl_src_param_t src0_param;
1600 glsl_src_param_t src1_param;
1601 char dst_mask[6];
1603 shader_glsl_get_write_mask(arg->dst, dst_mask);
1604 shader_glsl_append_dst(arg->buffer, arg);
1605 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1606 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1607 shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1610 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1611 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1612 * GLSL uses the value as-is. */
1613 static void shader_glsl_pow(const SHADER_OPCODE_ARG *arg)
1615 SHADER_BUFFER *buffer = arg->buffer;
1616 glsl_src_param_t src0_param;
1617 glsl_src_param_t src1_param;
1618 DWORD dst_write_mask;
1619 unsigned int dst_size;
1621 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1622 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1624 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1625 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1627 if (dst_size > 1) {
1628 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1629 } else {
1630 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1634 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1635 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1636 * GLSL uses the value as-is. */
1637 static void shader_glsl_log(const SHADER_OPCODE_ARG *arg)
1639 SHADER_BUFFER *buffer = arg->buffer;
1640 glsl_src_param_t src0_param;
1641 DWORD dst_write_mask;
1642 unsigned int dst_size;
1644 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1645 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1647 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1649 if (dst_size > 1) {
1650 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1651 } else {
1652 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1656 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1657 static void shader_glsl_map2gl(const SHADER_OPCODE_ARG *arg)
1659 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1660 SHADER_BUFFER* buffer = arg->buffer;
1661 glsl_src_param_t src_param;
1662 const char *instruction;
1663 char arguments[256];
1664 DWORD write_mask;
1665 unsigned i;
1667 /* Determine the GLSL function to use based on the opcode */
1668 /* TODO: Possibly make this a table for faster lookups */
1669 switch (curOpcode->opcode) {
1670 case WINED3DSIO_MIN: instruction = "min"; break;
1671 case WINED3DSIO_MAX: instruction = "max"; break;
1672 case WINED3DSIO_ABS: instruction = "abs"; break;
1673 case WINED3DSIO_FRC: instruction = "fract"; break;
1674 case WINED3DSIO_NRM: instruction = "normalize"; break;
1675 case WINED3DSIO_EXP: instruction = "exp2"; break;
1676 case WINED3DSIO_SGN: instruction = "sign"; break;
1677 case WINED3DSIO_DSX: instruction = "dFdx"; break;
1678 case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
1679 default: instruction = "";
1680 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1681 break;
1684 write_mask = shader_glsl_append_dst(buffer, arg);
1686 arguments[0] = '\0';
1687 if (curOpcode->num_params > 0) {
1688 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
1689 strcat(arguments, src_param.param_str);
1690 for (i = 2; i < curOpcode->num_params; ++i) {
1691 strcat(arguments, ", ");
1692 shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
1693 strcat(arguments, src_param.param_str);
1697 shader_addline(buffer, "%s(%s));\n", instruction, arguments);
1700 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1701 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1702 * dst.x = 2^(floor(src))
1703 * dst.y = src - floor(src)
1704 * dst.z = 2^src (partial precision is allowed, but optional)
1705 * dst.w = 1.0;
1706 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1707 * dst = 2^src; (partial precision is allowed, but optional)
1709 static void shader_glsl_expp(const SHADER_OPCODE_ARG *arg)
1711 glsl_src_param_t src_param;
1713 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1715 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(2,0))
1717 char dst_mask[6];
1719 shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1720 shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1721 shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1722 shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
1724 shader_glsl_append_dst(arg->buffer, arg);
1725 shader_glsl_get_write_mask(arg->dst, dst_mask);
1726 shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
1727 } else {
1728 DWORD write_mask;
1729 unsigned int mask_size;
1731 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1732 mask_size = shader_glsl_get_write_mask_size(write_mask);
1734 if (mask_size > 1) {
1735 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1736 } else {
1737 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1742 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1743 static void shader_glsl_rcp(const SHADER_OPCODE_ARG *arg)
1745 glsl_src_param_t src_param;
1746 DWORD write_mask;
1747 unsigned int mask_size;
1749 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1750 mask_size = shader_glsl_get_write_mask_size(write_mask);
1751 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1753 if (mask_size > 1) {
1754 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1755 } else {
1756 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1760 static void shader_glsl_rsq(const SHADER_OPCODE_ARG *arg)
1762 SHADER_BUFFER* buffer = arg->buffer;
1763 glsl_src_param_t src_param;
1764 DWORD write_mask;
1765 unsigned int mask_size;
1767 write_mask = shader_glsl_append_dst(buffer, arg);
1768 mask_size = shader_glsl_get_write_mask_size(write_mask);
1770 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1772 if (mask_size > 1) {
1773 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1774 } else {
1775 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1779 /** Process signed comparison opcodes in GLSL. */
1780 static void shader_glsl_compare(const SHADER_OPCODE_ARG *arg)
1782 glsl_src_param_t src0_param;
1783 glsl_src_param_t src1_param;
1784 DWORD write_mask;
1785 unsigned int mask_size;
1787 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1788 mask_size = shader_glsl_get_write_mask_size(write_mask);
1789 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1790 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1792 if (mask_size > 1) {
1793 const char *compare;
1795 switch(arg->opcode->opcode) {
1796 case WINED3DSIO_SLT: compare = "lessThan"; break;
1797 case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
1798 default: compare = "";
1799 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1802 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1803 src0_param.param_str, src1_param.param_str);
1804 } else {
1805 switch(arg->opcode->opcode) {
1806 case WINED3DSIO_SLT:
1807 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1808 * to return 0.0 but step returns 1.0 because step is not < x
1809 * An alternative is a bvec compare padded with an unused second component.
1810 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1811 * issue. Playing with not() is not possible either because not() does not accept
1812 * a scalar.
1814 shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
1815 break;
1816 case WINED3DSIO_SGE:
1817 /* Here we can use the step() function and safe a conditional */
1818 shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1819 break;
1820 default:
1821 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1827 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1828 static void shader_glsl_cmp(const SHADER_OPCODE_ARG *arg)
1830 glsl_src_param_t src0_param;
1831 glsl_src_param_t src1_param;
1832 glsl_src_param_t src2_param;
1833 DWORD write_mask, cmp_channel = 0;
1834 unsigned int i, j;
1835 char mask_char[6];
1836 BOOL temp_destination = FALSE;
1838 if(shader_is_scalar(arg->src[0])) {
1839 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1841 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1842 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1843 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1845 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1846 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1847 } else {
1848 DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
1849 DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1850 DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
1851 DWORD src0regtype = shader_get_regtype(arg->src[0]);
1852 DWORD src1regtype = shader_get_regtype(arg->src[1]);
1853 DWORD src2regtype = shader_get_regtype(arg->src[2]);
1854 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1855 DWORD dstregtype = shader_get_regtype(arg->dst);
1857 /* Cycle through all source0 channels */
1858 for (i=0; i<4; i++) {
1859 write_mask = 0;
1860 /* Find the destination channels which use the current source0 channel */
1861 for (j=0; j<4; j++) {
1862 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1863 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1864 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1868 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1869 * The first lines may overwrite source parameters of the following lines.
1870 * Deal with that by using a temporary destination register if needed
1872 if((src0reg == dstreg && src0regtype == dstregtype) ||
1873 (src1reg == dstreg && src1regtype == dstregtype) ||
1874 (src2reg == dstreg && src2regtype == dstregtype)) {
1876 write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
1877 if (!write_mask) continue;
1878 shader_addline(arg->buffer, "tmp0%s = (", mask_char);
1879 temp_destination = TRUE;
1880 } else {
1881 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1882 if (!write_mask) continue;
1885 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1886 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1887 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1889 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1890 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1893 if(temp_destination) {
1894 shader_glsl_get_write_mask(arg->dst, mask_char);
1895 shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
1896 shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
1902 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1903 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1904 * the compare is done per component of src0. */
1905 static void shader_glsl_cnd(const SHADER_OPCODE_ARG *arg)
1907 glsl_src_param_t src0_param;
1908 glsl_src_param_t src1_param;
1909 glsl_src_param_t src2_param;
1910 DWORD write_mask, cmp_channel = 0;
1911 unsigned int i, j;
1913 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(1, 4))
1915 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1916 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1917 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1918 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1920 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1921 if(arg->opcode_token & WINED3DSI_COISSUE) {
1922 shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
1923 } else {
1924 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1925 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1927 return;
1929 /* Cycle through all source0 channels */
1930 for (i=0; i<4; i++) {
1931 write_mask = 0;
1932 /* Find the destination channels which use the current source0 channel */
1933 for (j=0; j<4; j++) {
1934 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1935 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1936 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1939 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1940 if (!write_mask) continue;
1942 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1943 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1944 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1946 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1947 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1951 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1952 static void shader_glsl_mad(const SHADER_OPCODE_ARG *arg)
1954 glsl_src_param_t src0_param;
1955 glsl_src_param_t src1_param;
1956 glsl_src_param_t src2_param;
1957 DWORD write_mask;
1959 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1960 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1961 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1962 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1963 shader_addline(arg->buffer, "(%s * %s) + %s);\n",
1964 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1967 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1968 Vertex shaders to GLSL codes */
1969 static void shader_glsl_mnxn(const SHADER_OPCODE_ARG *arg)
1971 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1972 const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins;
1973 DWORD shader_version = arg->reg_maps->shader_version;
1974 int i;
1975 int nComponents = 0;
1976 SHADER_OPCODE_ARG tmpArg;
1978 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1980 /* Set constants for the temporary argument */
1981 tmpArg.shader = arg->shader;
1982 tmpArg.buffer = arg->buffer;
1983 tmpArg.src[0] = arg->src[0];
1984 tmpArg.src_addr[0] = arg->src_addr[0];
1985 tmpArg.src_addr[1] = arg->src_addr[1];
1986 tmpArg.reg_maps = arg->reg_maps;
1988 switch(arg->opcode->opcode) {
1989 case WINED3DSIO_M4x4:
1990 nComponents = 4;
1991 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1992 break;
1993 case WINED3DSIO_M4x3:
1994 nComponents = 3;
1995 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1996 break;
1997 case WINED3DSIO_M3x4:
1998 nComponents = 4;
1999 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
2000 break;
2001 case WINED3DSIO_M3x3:
2002 nComponents = 3;
2003 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
2004 break;
2005 case WINED3DSIO_M3x2:
2006 nComponents = 2;
2007 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
2008 break;
2009 default:
2010 break;
2013 for (i = 0; i < nComponents; i++) {
2014 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
2015 tmpArg.src[1] = arg->src[1]+i;
2016 shader_glsl_dot(&tmpArg);
2021 The LRP instruction performs a component-wise linear interpolation
2022 between the second and third operands using the first operand as the
2023 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2024 This is equivalent to mix(src2, src1, src0);
2026 static void shader_glsl_lrp(const SHADER_OPCODE_ARG *arg)
2028 glsl_src_param_t src0_param;
2029 glsl_src_param_t src1_param;
2030 glsl_src_param_t src2_param;
2031 DWORD write_mask;
2033 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2035 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
2036 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
2037 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
2039 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
2040 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2043 /** Process the WINED3DSIO_LIT instruction in GLSL:
2044 * dst.x = dst.w = 1.0
2045 * dst.y = (src0.x > 0) ? src0.x
2046 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2047 * where src.w is clamped at +- 128
2049 static void shader_glsl_lit(const SHADER_OPCODE_ARG *arg)
2051 glsl_src_param_t src0_param;
2052 glsl_src_param_t src1_param;
2053 glsl_src_param_t src3_param;
2054 char dst_mask[6];
2056 shader_glsl_append_dst(arg->buffer, arg);
2057 shader_glsl_get_write_mask(arg->dst, dst_mask);
2059 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2060 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
2061 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
2063 /* The sdk specifies the instruction like this
2064 * dst.x = 1.0;
2065 * if(src.x > 0.0) dst.y = src.x
2066 * else dst.y = 0.0.
2067 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2068 * else dst.z = 0.0;
2069 * dst.w = 1.0;
2071 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2072 * dst.x = 1.0 ... No further explanation needed
2073 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2074 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2075 * dst.w = 1.0. ... Nothing fancy.
2077 * So we still have one conditional in there. So do this:
2078 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2080 * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
2081 * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
2082 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2084 shader_addline(arg->buffer, "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2085 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2088 /** Process the WINED3DSIO_DST instruction in GLSL:
2089 * dst.x = 1.0
2090 * dst.y = src0.x * src0.y
2091 * dst.z = src0.z
2092 * dst.w = src1.w
2094 static void shader_glsl_dst(const SHADER_OPCODE_ARG *arg)
2096 glsl_src_param_t src0y_param;
2097 glsl_src_param_t src0z_param;
2098 glsl_src_param_t src1y_param;
2099 glsl_src_param_t src1w_param;
2100 char dst_mask[6];
2102 shader_glsl_append_dst(arg->buffer, arg);
2103 shader_glsl_get_write_mask(arg->dst, dst_mask);
2105 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2106 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2107 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2108 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2110 shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2111 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2114 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2115 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2116 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2118 * dst.x = cos(src0.?)
2119 * dst.y = sin(src0.?)
2120 * dst.z = dst.z
2121 * dst.w = dst.w
2123 static void shader_glsl_sincos(const SHADER_OPCODE_ARG *arg)
2125 glsl_src_param_t src0_param;
2126 DWORD write_mask;
2128 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2129 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2131 switch (write_mask) {
2132 case WINED3DSP_WRITEMASK_0:
2133 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
2134 break;
2136 case WINED3DSP_WRITEMASK_1:
2137 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
2138 break;
2140 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2141 shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2142 break;
2144 default:
2145 ERR("Write mask should be .x, .y or .xy\n");
2146 break;
2150 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2151 * Start a for() loop where src1.y is the initial value of aL,
2152 * increment aL by src1.z for a total of src1.x iterations.
2153 * Need to use a temporary variable for this operation.
2155 /* FIXME: I don't think nested loops will work correctly this way. */
2156 static void shader_glsl_loop(const SHADER_OPCODE_ARG *arg)
2158 glsl_src_param_t src1_param;
2159 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2160 DWORD regtype = shader_get_regtype(arg->src[1]);
2161 DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
2162 const DWORD *control_values = NULL;
2163 const local_constant *constant;
2165 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2167 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2168 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2169 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2170 * addressing.
2172 if(regtype == WINED3DSPR_CONSTINT) {
2173 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2174 if(constant->idx == reg) {
2175 control_values = constant->value;
2176 break;
2181 if(control_values) {
2182 if(control_values[2] > 0) {
2183 shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2184 shader->baseShader.cur_loop_depth, control_values[1],
2185 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2186 shader->baseShader.cur_loop_depth, control_values[2]);
2187 } else if(control_values[2] == 0) {
2188 shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2189 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2190 shader->baseShader.cur_loop_depth, control_values[0],
2191 shader->baseShader.cur_loop_depth);
2192 } else {
2193 shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2194 shader->baseShader.cur_loop_depth, control_values[1],
2195 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2196 shader->baseShader.cur_loop_depth, control_values[2]);
2198 } else {
2199 shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2200 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2201 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2202 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2205 shader->baseShader.cur_loop_depth++;
2206 shader->baseShader.cur_loop_regno++;
2209 static void shader_glsl_end(const SHADER_OPCODE_ARG *arg)
2211 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2213 shader_addline(arg->buffer, "}\n");
2215 if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
2216 shader->baseShader.cur_loop_depth--;
2217 shader->baseShader.cur_loop_regno--;
2219 if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
2220 shader->baseShader.cur_loop_depth--;
2224 static void shader_glsl_rep(const SHADER_OPCODE_ARG *arg)
2226 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2227 glsl_src_param_t src0_param;
2229 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2230 shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2231 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2232 src0_param.param_str, shader->baseShader.cur_loop_depth);
2233 shader->baseShader.cur_loop_depth++;
2236 static void shader_glsl_if(const SHADER_OPCODE_ARG *arg)
2238 glsl_src_param_t src0_param;
2240 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2241 shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
2244 static void shader_glsl_ifc(const SHADER_OPCODE_ARG *arg)
2246 glsl_src_param_t src0_param;
2247 glsl_src_param_t src1_param;
2249 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2250 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2252 shader_addline(arg->buffer, "if (%s %s %s) {\n",
2253 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2256 static void shader_glsl_else(const SHADER_OPCODE_ARG *arg)
2258 shader_addline(arg->buffer, "} else {\n");
2261 static void shader_glsl_break(const SHADER_OPCODE_ARG *arg)
2263 shader_addline(arg->buffer, "break;\n");
2266 /* FIXME: According to MSDN the compare is done per component. */
2267 static void shader_glsl_breakc(const SHADER_OPCODE_ARG *arg)
2269 glsl_src_param_t src0_param;
2270 glsl_src_param_t src1_param;
2272 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2273 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2275 shader_addline(arg->buffer, "if (%s %s %s) break;\n",
2276 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2279 static void shader_glsl_label(const SHADER_OPCODE_ARG *arg)
2282 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2283 shader_addline(arg->buffer, "}\n");
2284 shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
2287 static void shader_glsl_call(const SHADER_OPCODE_ARG *arg)
2289 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2290 shader_addline(arg->buffer, "subroutine%u();\n", snum);
2293 static void shader_glsl_callnz(const SHADER_OPCODE_ARG *arg)
2295 glsl_src_param_t src1_param;
2297 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2298 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2299 shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
2302 /*********************************************
2303 * Pixel Shader Specific Code begins here
2304 ********************************************/
2305 static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
2307 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2308 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2309 DWORD shader_version = arg->reg_maps->shader_version;
2310 glsl_sample_function_t sample_function;
2311 DWORD sampler_type;
2312 DWORD sampler_idx;
2313 BOOL projected, texrect = FALSE;
2314 DWORD mask = 0, swizzle;
2316 /* 1.0-1.4: Use destination register as sampler source.
2317 * 2.0+: Use provided sampler source. */
2318 if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2319 else sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2320 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2322 if (shader_version < WINED3DPS_VERSION(1,4))
2324 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2326 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2327 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2328 projected = TRUE;
2329 switch (flags & ~WINED3DTTFF_PROJECTED) {
2330 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2331 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2332 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2333 case WINED3DTTFF_COUNT4:
2334 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2336 } else {
2337 projected = FALSE;
2340 else if (shader_version < WINED3DPS_VERSION(2,0))
2342 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2344 if (src_mod == WINED3DSPSM_DZ) {
2345 projected = TRUE;
2346 mask = WINED3DSP_WRITEMASK_2;
2347 } else if (src_mod == WINED3DSPSM_DW) {
2348 projected = TRUE;
2349 mask = WINED3DSP_WRITEMASK_3;
2350 } else {
2351 projected = FALSE;
2353 } else {
2354 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
2355 /* ps 2.0 texldp instruction always divides by the fourth component. */
2356 projected = TRUE;
2357 mask = WINED3DSP_WRITEMASK_3;
2358 } else {
2359 projected = FALSE;
2363 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2364 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2365 texrect = TRUE;
2368 shader_glsl_get_sample_function(sampler_type, projected, texrect, FALSE, &sample_function);
2369 mask |= sample_function.coord_mask;
2371 if (shader_version < WINED3DPS_VERSION(2,0)) swizzle = WINED3DVS_NOSWIZZLE;
2372 else swizzle = arg->src[1] & WINED3DSP_SWIZZLE_MASK;
2374 /* 1.0-1.3: Use destination register as coordinate source.
2375 1.4+: Use provided coordinate source register. */
2376 if (shader_version < WINED3DPS_VERSION(1,4))
2378 char coord_mask[6], srcreg[12];
2379 shader_glsl_get_write_mask(mask, coord_mask);
2380 sprintf(srcreg, "T%u%s", sampler_idx, coord_mask);
2381 shader_glsl_gen_sample_code(arg, sampler_idx, srcreg, &sample_function, swizzle, NULL);
2382 } else {
2383 glsl_src_param_t coord_param;
2384 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
2385 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
2386 glsl_src_param_t bias;
2387 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
2388 shader_glsl_gen_sample_code(arg, sampler_idx, coord_param.param_str, &sample_function,
2389 swizzle, bias.param_str);
2390 } else {
2391 shader_glsl_gen_sample_code(arg, sampler_idx, coord_param.param_str, &sample_function,
2392 swizzle, NULL);
2397 static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
2399 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
2400 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2401 glsl_sample_function_t sample_function;
2402 glsl_src_param_t coord_param, lod_param;
2403 DWORD sampler_type;
2404 DWORD sampler_idx;
2405 BOOL texrect = FALSE;
2406 DWORD swizzle = arg->src[1] & WINED3DSP_SWIZZLE_MASK;
2408 shader_glsl_append_dst(arg->buffer, arg);
2410 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2411 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2412 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2413 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2414 texrect = TRUE;
2416 shader_glsl_get_sample_function(sampler_type, FALSE, texrect, TRUE, &sample_function);
2417 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param);
2419 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
2421 if (shader_is_pshader_version(arg->reg_maps->shader_version))
2423 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2424 * However, they seem to work just fine in fragment shaders as well. */
2425 WARN("Using %s in fragment shader.\n", sample_function.name);
2427 shader_glsl_gen_sample_code(arg, sampler_idx, coord_param.param_str,
2428 &sample_function, swizzle,
2429 lod_param.param_str);
2432 static void pshader_glsl_texcoord(const SHADER_OPCODE_ARG *arg)
2434 /* FIXME: Make this work for more than just 2D textures */
2435 SHADER_BUFFER* buffer = arg->buffer;
2436 DWORD write_mask;
2437 char dst_mask[6];
2439 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2440 shader_glsl_get_write_mask(write_mask, dst_mask);
2442 if (arg->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
2444 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2445 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
2446 } else {
2447 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
2448 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2449 char dst_swizzle[6];
2451 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
2453 if (src_mod == WINED3DSPSM_DZ) {
2454 glsl_src_param_t div_param;
2455 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2456 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
2458 if (mask_size > 1) {
2459 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2460 } else {
2461 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2463 } else if (src_mod == WINED3DSPSM_DW) {
2464 glsl_src_param_t div_param;
2465 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2466 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
2468 if (mask_size > 1) {
2469 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2470 } else {
2471 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2473 } else {
2474 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2479 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2480 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2481 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2482 static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
2484 glsl_src_param_t src0_param;
2485 char coord_param[64];
2486 glsl_sample_function_t sample_function;
2487 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2488 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2489 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2491 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2493 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2494 * scalar, and projected sampling would require 4.
2496 * It is a dependent read - not valid with conditional NP2 textures
2498 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function);
2500 switch(count_bits(sample_function.coord_mask)) {
2501 case 1:
2502 sprintf(coord_param, "dot(gl_TexCoord[%u].xyz, %s)",
2503 sampler_idx, src0_param.param_str);
2504 break;
2506 case 2:
2507 sprintf(coord_param, "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)",
2508 sampler_idx, src0_param.param_str);
2509 break;
2511 case 3:
2512 sprintf(coord_param, "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)",
2513 sampler_idx, src0_param.param_str);
2514 break;
2515 default:
2516 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
2518 shader_glsl_gen_sample_code(arg, sampler_idx, coord_param,
2519 &sample_function, WINED3DVS_NOSWIZZLE,
2520 NULL);
2523 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2524 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2525 static void pshader_glsl_texdp3(const SHADER_OPCODE_ARG *arg)
2527 glsl_src_param_t src0_param;
2528 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2529 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2530 DWORD dst_mask;
2531 unsigned int mask_size;
2533 dst_mask = shader_glsl_append_dst(arg->buffer, arg);
2534 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2535 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2537 if (mask_size > 1) {
2538 shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2539 } else {
2540 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2544 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2545 * Calculate the depth as dst.x / dst.y */
2546 static void pshader_glsl_texdepth(const SHADER_OPCODE_ARG *arg)
2548 glsl_dst_param_t dst_param;
2550 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2552 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2553 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2554 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2555 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2556 * >= 1.0 or < 0.0
2558 shader_addline(arg->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", dst_param.reg_name, dst_param.reg_name);
2561 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2562 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2563 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2564 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2566 static void pshader_glsl_texm3x2depth(const SHADER_OPCODE_ARG *arg)
2568 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2569 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2570 glsl_src_param_t src0_param;
2572 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2574 shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2575 shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2578 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2579 * Calculate the 1st of a 2-row matrix multiplication. */
2580 static void pshader_glsl_texm3x2pad(const SHADER_OPCODE_ARG *arg)
2582 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2583 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2584 SHADER_BUFFER* buffer = arg->buffer;
2585 glsl_src_param_t src0_param;
2587 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2588 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2591 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2592 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2593 static void pshader_glsl_texm3x3pad(const SHADER_OPCODE_ARG* arg)
2595 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2596 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2597 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2598 SHADER_BUFFER* buffer = arg->buffer;
2599 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2600 glsl_src_param_t src0_param;
2602 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2603 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2604 current_state->texcoord_w[current_state->current_row++] = reg;
2607 static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG *arg)
2609 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2610 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2611 SHADER_BUFFER* buffer = arg->buffer;
2612 glsl_src_param_t src0_param;
2613 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2614 glsl_sample_function_t sample_function;
2616 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2617 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2619 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function);
2621 /* Sample the texture using the calculated coordinates */
2622 shader_glsl_gen_sample_code(arg, reg, "tmp0.xy",
2623 &sample_function, WINED3DVS_NOSWIZZLE,
2624 NULL);
2627 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2628 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2629 static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg)
2631 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2632 glsl_src_param_t src0_param;
2633 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2634 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2635 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2636 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2637 glsl_sample_function_t sample_function;
2639 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2640 shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2642 /* Dependent read, not valid with conditional NP2 */
2643 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function);
2645 /* Sample the texture using the calculated coordinates */
2646 shader_glsl_gen_sample_code(arg, reg, "tmp0.xyz",
2647 &sample_function, WINED3DVS_NOSWIZZLE,
2648 NULL);
2650 current_state->current_row = 0;
2653 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2654 * Perform the 3rd row of a 3x3 matrix multiply */
2655 static void pshader_glsl_texm3x3(const SHADER_OPCODE_ARG *arg)
2657 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2658 glsl_src_param_t src0_param;
2659 char dst_mask[6];
2660 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2661 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2662 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2664 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2666 shader_glsl_append_dst(arg->buffer, arg);
2667 shader_glsl_get_write_mask(arg->dst, dst_mask);
2668 shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2670 current_state->current_row = 0;
2673 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2674 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2675 static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg)
2677 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2678 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2679 glsl_src_param_t src0_param;
2680 glsl_src_param_t src1_param;
2681 SHADER_BUFFER* buffer = arg->buffer;
2682 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2683 DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2684 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2685 glsl_sample_function_t sample_function;
2687 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2688 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
2690 /* Perform the last matrix multiply operation */
2691 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2692 /* Reflection calculation */
2693 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2695 /* Dependent read, not valid with conditional NP2 */
2696 shader_glsl_get_sample_function(stype, FALSE, FALSE, FALSE, &sample_function);
2698 /* Sample the texture */
2699 shader_glsl_gen_sample_code(arg, reg, "tmp0.xyz",
2700 &sample_function, WINED3DVS_NOSWIZZLE,
2701 NULL);
2703 current_state->current_row = 0;
2706 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2707 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2708 static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
2710 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2711 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2712 SHADER_BUFFER* buffer = arg->buffer;
2713 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2714 glsl_src_param_t src0_param;
2715 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2716 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2717 glsl_sample_function_t sample_function;
2719 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2721 /* Perform the last matrix multiply operation */
2722 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2724 /* Construct the eye-ray vector from w coordinates */
2725 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2726 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2727 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2729 /* Dependent read, not valid with conditional NP2 */
2730 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function);
2732 /* Sample the texture using the calculated coordinates */
2733 shader_glsl_gen_sample_code(arg, reg, "tmp0.xyz",
2734 &sample_function, WINED3DVS_NOSWIZZLE,
2735 NULL);
2737 current_state->current_row = 0;
2740 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2741 * Apply a fake bump map transform.
2742 * texbem is pshader <= 1.3 only, this saves a few version checks
2744 static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg)
2746 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2747 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2748 char coord[128];
2749 glsl_sample_function_t sample_function;
2750 glsl_src_param_t coord_param;
2751 DWORD sampler_type;
2752 DWORD sampler_idx;
2753 DWORD mask;
2754 DWORD flags;
2755 char coord_mask[6];
2757 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2758 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2760 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2761 /* Dependent read, not valid with conditional NP2 */
2762 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function);
2763 mask = sample_function.coord_mask;
2765 shader_glsl_get_write_mask(mask, coord_mask);
2767 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2768 * so we can't let the GL handle this.
2770 if (flags & WINED3DTTFF_PROJECTED) {
2771 DWORD div_mask=0;
2772 char coord_div_mask[3];
2773 switch (flags & ~WINED3DTTFF_PROJECTED) {
2774 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2775 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2776 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2777 case WINED3DTTFF_COUNT4:
2778 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2780 shader_glsl_get_write_mask(div_mask, coord_div_mask);
2781 shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2784 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
2786 sprintf(coord, "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s",
2787 sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask);
2788 shader_glsl_gen_sample_code(arg, sampler_idx, coord,
2789 &sample_function, WINED3DVS_NOSWIZZLE,
2790 NULL);
2792 if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
2793 glsl_src_param_t luminance_param;
2794 glsl_dst_param_t dst_param;
2796 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2797 shader_glsl_add_dst_param(arg, arg->dst, arg->dst_addr, &dst_param);
2799 shader_addline(arg->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
2800 dst_param.reg_name, dst_param.mask_str,
2801 luminance_param.param_str, sampler_idx, sampler_idx);
2805 static void pshader_glsl_bem(const SHADER_OPCODE_ARG *arg)
2807 glsl_src_param_t src0_param, src1_param;
2808 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2810 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
2811 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
2813 shader_glsl_append_dst(arg->buffer, arg);
2814 shader_addline(arg->buffer, "%s + bumpenvmat%d * %s);\n",
2815 src0_param.param_str, sampler_idx, src1_param.param_str);
2818 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2819 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2820 static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG *arg)
2822 glsl_src_param_t src0_param;
2823 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2824 char src[16];
2825 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2826 glsl_sample_function_t sample_function;
2828 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2830 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function);
2831 sprintf(src, "%s.wx", src0_param.reg_name);
2832 shader_glsl_gen_sample_code(arg, sampler_idx, src,
2833 &sample_function, WINED3DVS_NOSWIZZLE,
2834 NULL);
2837 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2838 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2839 static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG *arg)
2841 glsl_src_param_t src0_param;
2842 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2843 char src[16];
2844 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2845 glsl_sample_function_t sample_function;
2847 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2849 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function);
2850 sprintf(src, "%s.yz", src0_param.reg_name);
2851 shader_glsl_gen_sample_code(arg, sampler_idx, src,
2852 &sample_function, WINED3DVS_NOSWIZZLE,
2853 NULL);
2856 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2857 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2858 static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg)
2860 glsl_src_param_t src0_param;
2861 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2862 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2863 glsl_sample_function_t sample_function;
2865 /* Dependent read, not valid with conditional NP2 */
2866 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, FALSE, &sample_function);
2867 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
2869 shader_glsl_gen_sample_code(arg, sampler_idx, src0_param.param_str,
2870 &sample_function, WINED3DVS_NOSWIZZLE,
2871 NULL);
2874 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2875 * If any of the first 3 components are < 0, discard this pixel */
2876 static void pshader_glsl_texkill(const SHADER_OPCODE_ARG *arg)
2878 glsl_dst_param_t dst_param;
2880 /* The argument is a destination parameter, and no writemasks are allowed */
2881 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2882 if ((arg->reg_maps->shader_version >= WINED3DPS_VERSION(2,0)))
2884 /* 2.0 shaders compare all 4 components in texkill */
2885 shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2886 } else {
2887 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2888 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2889 * 4 components are defined, only the first 3 are used
2891 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2895 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2896 * dst = dot2(src0, src1) + src2 */
2897 static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG *arg)
2899 glsl_src_param_t src0_param;
2900 glsl_src_param_t src1_param;
2901 glsl_src_param_t src2_param;
2902 DWORD write_mask;
2903 unsigned int mask_size;
2905 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2906 mask_size = shader_glsl_get_write_mask_size(write_mask);
2908 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2909 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2910 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
2912 if (mask_size > 1) {
2913 shader_addline(arg->buffer, "vec%d(dot(%s, %s) + %s));\n", mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
2914 } else {
2915 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
2919 static void pshader_glsl_input_pack(SHADER_BUFFER* buffer, const struct semantic* semantics_in,
2920 IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
2922 unsigned int i;
2923 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2925 for (i = 0; i < MAX_REG_INPUT; i++) {
2927 DWORD usage_token = semantics_in[i].usage;
2928 DWORD register_token = semantics_in[i].reg;
2929 DWORD usage, usage_idx;
2930 char reg_mask[6];
2932 /* Uninitialized */
2933 if (!usage_token) continue;
2934 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2935 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2936 shader_glsl_get_write_mask(register_token, reg_mask);
2938 switch(usage) {
2940 case WINED3DDECLUSAGE_TEXCOORD:
2941 if(usage_idx < 8 && vertexprocessing == pretransformed) {
2942 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2943 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
2944 } else {
2945 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2946 This->input_reg_map[i], reg_mask, reg_mask);
2948 break;
2950 case WINED3DDECLUSAGE_COLOR:
2951 if (usage_idx == 0)
2952 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
2953 This->input_reg_map[i], reg_mask, reg_mask);
2954 else if (usage_idx == 1)
2955 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2956 This->input_reg_map[i], reg_mask, reg_mask);
2957 else
2958 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2959 This->input_reg_map[i], reg_mask, reg_mask);
2960 break;
2962 default:
2963 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2964 This->input_reg_map[i], reg_mask, reg_mask);
2969 /*********************************************
2970 * Vertex Shader Specific Code begins here
2971 ********************************************/
2973 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
2974 glsl_program_key_t *key;
2976 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2977 key->vshader = entry->vshader;
2978 key->pshader = entry->pshader;
2979 key->vs_args = entry->vs_args;
2980 key->ps_args = entry->ps_args;
2982 hash_table_put(priv->glsl_program_lookup, key, entry);
2985 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
2986 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
2987 struct ps_compile_args *ps_args) {
2988 glsl_program_key_t key;
2990 key.vshader = vshader;
2991 key.pshader = pshader;
2992 key.vs_args = *vs_args;
2993 key.ps_args = *ps_args;
2995 return hash_table_get(priv->glsl_program_lookup, &key);
2998 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
2999 struct glsl_shader_prog_link *entry)
3001 glsl_program_key_t *key;
3003 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
3004 key->vshader = entry->vshader;
3005 key->pshader = entry->pshader;
3006 key->vs_args = entry->vs_args;
3007 key->ps_args = entry->ps_args;
3008 hash_table_remove(priv->glsl_program_lookup, key);
3010 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3011 if (entry->vshader) list_remove(&entry->vshader_entry);
3012 if (entry->pshader) list_remove(&entry->pshader_entry);
3013 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3014 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3015 HeapFree(GetProcessHeap(), 0, entry);
3018 static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *semantics_in,
3019 const struct semantic *semantics_out, const WineD3D_GL_Info *gl_info, const DWORD *map)
3021 unsigned int i, j;
3022 DWORD usage_token, usage_token_out;
3023 DWORD register_token, register_token_out;
3024 DWORD usage, usage_idx, usage_out, usage_idx_out;
3025 DWORD *set;
3026 DWORD in_idx;
3027 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
3028 char reg_mask[6], reg_mask_out[6];
3029 char destination[50];
3031 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3033 if (!semantics_out) {
3034 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3035 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3036 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3039 for(i = 0; i < MAX_REG_INPUT; i++) {
3040 usage_token = semantics_in[i].usage;
3041 if (!usage_token) continue;
3043 in_idx = map[i];
3044 if (in_idx >= (in_count + 2)) {
3045 FIXME("More input varyings declared than supported, expect issues\n");
3046 continue;
3047 } else if(map[i] == -1) {
3048 /* Declared, but not read register */
3049 continue;
3052 if (in_idx == in_count) {
3053 sprintf(destination, "gl_FrontColor");
3054 } else if (in_idx == in_count + 1) {
3055 sprintf(destination, "gl_FrontSecondaryColor");
3056 } else {
3057 sprintf(destination, "IN[%u]", in_idx);
3060 register_token = semantics_in[i].reg;
3062 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3063 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3064 set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
3066 if(!semantics_out) {
3067 switch(usage) {
3068 case WINED3DDECLUSAGE_COLOR:
3069 if (usage_idx == 0)
3070 shader_addline(buffer, "%s%s = front_color%s;\n",
3071 destination, reg_mask, reg_mask);
3072 else if (usage_idx == 1)
3073 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3074 destination, reg_mask, reg_mask);
3075 else
3076 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3077 destination, reg_mask, reg_mask);
3078 break;
3080 case WINED3DDECLUSAGE_TEXCOORD:
3081 if (usage_idx < 8) {
3082 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3083 destination, reg_mask, usage_idx, reg_mask);
3084 } else {
3085 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3086 destination, reg_mask, reg_mask);
3088 break;
3090 case WINED3DDECLUSAGE_FOG:
3091 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3092 destination, reg_mask, reg_mask);
3093 break;
3095 default:
3096 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3097 destination, reg_mask, reg_mask);
3099 } else {
3100 BOOL found = FALSE;
3101 for(j = 0; j < MAX_REG_OUTPUT; j++) {
3102 usage_token_out = semantics_out[j].usage;
3103 if (!usage_token_out) continue;
3104 register_token_out = semantics_out[j].reg;
3106 usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3107 usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3108 shader_glsl_get_write_mask(register_token_out, reg_mask_out);
3110 if(usage == usage_out &&
3111 usage_idx == usage_idx_out) {
3112 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3113 destination, reg_mask, j, reg_mask);
3114 found = TRUE;
3117 if(!found) {
3118 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3119 destination, reg_mask, reg_mask);
3124 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3125 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3126 * input varyings are assigned above, if the optimizer works properly.
3128 for(i = 0; i < in_count + 2; i++) {
3129 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
3130 unsigned int size = 0;
3131 memset(reg_mask, 0, sizeof(reg_mask));
3132 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3133 reg_mask[size] = 'x';
3134 size++;
3136 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3137 reg_mask[size] = 'y';
3138 size++;
3140 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3141 reg_mask[size] = 'z';
3142 size++;
3144 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3145 reg_mask[size] = 'w';
3146 size++;
3149 if (i == in_count) {
3150 sprintf(destination, "gl_FrontColor");
3151 } else if (i == in_count + 1) {
3152 sprintf(destination, "gl_FrontSecondaryColor");
3153 } else {
3154 sprintf(destination, "IN[%u]", i);
3157 if (size == 1) {
3158 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3159 } else {
3160 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3165 HeapFree(GetProcessHeap(), 0, set);
3168 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
3169 IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
3171 GLhandleARB ret = 0;
3172 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3173 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3174 IWineD3DDeviceImpl *device;
3175 DWORD vs_major = WINED3DSHADER_VERSION_MAJOR(vs->baseShader.reg_maps.shader_version);
3176 DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.reg_maps.shader_version) : 0;
3177 unsigned int i;
3178 SHADER_BUFFER buffer;
3179 DWORD usage_token;
3180 DWORD register_token;
3181 DWORD usage, usage_idx, writemask;
3182 char reg_mask[6];
3183 const struct semantic *semantics_out, *semantics_in;
3185 shader_buffer_init(&buffer);
3187 shader_addline(&buffer, "#version 120\n");
3189 if(vs_major < 3 && ps_major < 3) {
3190 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3191 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3193 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3194 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
3195 !device->frag_pipe->ffp_proj_control) {
3196 shader_addline(&buffer, "void order_ps_input() {\n");
3197 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3198 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3199 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3200 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3203 shader_addline(&buffer, "}\n");
3204 } else {
3205 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
3207 } else if(ps_major < 3 && vs_major >= 3) {
3208 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3209 semantics_out = vs->semantics_out;
3211 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3212 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3213 usage_token = semantics_out[i].usage;
3214 if (!usage_token) continue;
3215 register_token = semantics_out[i].reg;
3217 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3218 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3219 writemask = shader_glsl_get_write_mask(register_token, reg_mask);
3221 switch(usage) {
3222 case WINED3DDECLUSAGE_COLOR:
3223 if (usage_idx == 0)
3224 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3225 else if (usage_idx == 1)
3226 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3227 break;
3229 case WINED3DDECLUSAGE_POSITION:
3230 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3231 break;
3233 case WINED3DDECLUSAGE_TEXCOORD:
3234 if (usage_idx < 8) {
3235 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
3237 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3238 usage_idx, reg_mask, i, reg_mask);
3239 if(!(writemask & WINED3DSP_WRITEMASK_3)) {
3240 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
3243 break;
3245 case WINED3DDECLUSAGE_PSIZE:
3246 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3247 break;
3249 case WINED3DDECLUSAGE_FOG:
3250 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3251 break;
3253 default:
3254 break;
3257 shader_addline(&buffer, "}\n");
3259 } else if(ps_major >= 3 && vs_major >= 3) {
3260 semantics_out = vs->semantics_out;
3261 semantics_in = ps->semantics_in;
3263 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3264 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3265 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3267 /* First, sort out position and point size. Those are not passed to the pixel shader */
3268 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3269 usage_token = semantics_out[i].usage;
3270 if (!usage_token) continue;
3271 register_token = semantics_out[i].reg;
3273 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3274 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3275 shader_glsl_get_write_mask(register_token, reg_mask);
3277 switch(usage) {
3278 case WINED3DDECLUSAGE_POSITION:
3279 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3280 break;
3282 case WINED3DDECLUSAGE_PSIZE:
3283 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3284 break;
3286 default:
3287 break;
3291 /* Then, fix the pixel shader input */
3292 handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
3294 shader_addline(&buffer, "}\n");
3295 } else if(ps_major >= 3 && vs_major < 3) {
3296 semantics_in = ps->semantics_in;
3298 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3299 shader_addline(&buffer, "void order_ps_input() {\n");
3300 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3301 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3302 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3304 handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
3305 shader_addline(&buffer, "}\n");
3306 } else {
3307 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3310 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3311 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3312 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3313 checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
3314 GL_EXTCALL(glCompileShaderARB(ret));
3315 checkGLcall("glCompileShaderARB(ret)");
3317 shader_buffer_free(&buffer);
3318 return ret;
3321 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3322 GLhandleARB programId, char prefix)
3324 const local_constant *lconst;
3325 GLuint tmp_loc;
3326 const float *value;
3327 char glsl_name[8];
3329 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3330 value = (const float *)lconst->value;
3331 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3332 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3333 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3335 checkGLcall("Hardcoding local constants\n");
3338 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3339 * It sets the programId on the current StateBlock (because it should be called
3340 * inside of the DrawPrimitive() part of the render loop).
3342 * If a program for the given combination does not exist, create one, and store
3343 * the program in the hash table. If it creates a program, it will link the
3344 * given objects, too.
3346 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3347 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3348 struct shader_glsl_priv *priv = This->shader_priv;
3349 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3350 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3351 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3352 struct glsl_shader_prog_link *entry = NULL;
3353 GLhandleARB programId = 0;
3354 GLhandleARB reorder_shader_id = 0;
3355 int i;
3356 char glsl_name[8];
3357 GLhandleARB vshader_id, pshader_id;
3358 struct ps_compile_args ps_compile_args;
3359 struct vs_compile_args vs_compile_args;
3361 if(use_vs) {
3362 find_vs_compile_args((IWineD3DVertexShaderImpl*)This->stateBlock->vertexShader, This->stateBlock, &vs_compile_args);
3363 } else {
3364 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3365 memset(&vs_compile_args, 0, sizeof(vs_compile_args));
3367 if(use_ps) {
3368 find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &ps_compile_args);
3369 } else {
3370 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3371 memset(&ps_compile_args, 0, sizeof(ps_compile_args));
3373 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
3374 if (entry) {
3375 priv->glsl_program = entry;
3376 return;
3379 /* If we get to this point, then no matching program exists, so we create one */
3380 programId = GL_EXTCALL(glCreateProgramObjectARB());
3381 TRACE("Created new GLSL shader program %u\n", programId);
3383 /* Create the entry */
3384 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3385 entry->programId = programId;
3386 entry->vshader = vshader;
3387 entry->pshader = pshader;
3388 entry->vs_args = vs_compile_args;
3389 entry->ps_args = ps_compile_args;
3390 entry->constant_version = 0;
3391 /* Add the hash table entry */
3392 add_glsl_program_entry(priv, entry);
3394 /* Set the current program */
3395 priv->glsl_program = entry;
3397 if(use_vs) {
3398 vshader_id = find_gl_vshader((IWineD3DVertexShaderImpl *) vshader, &vs_compile_args);
3399 } else {
3400 vshader_id = 0;
3403 /* Attach GLSL vshader */
3404 if (vshader_id) {
3405 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3406 char tmp_name[10];
3408 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3409 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3410 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3411 checkGLcall("glAttachObjectARB");
3412 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3413 * is destroyed
3415 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3417 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3418 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3419 checkGLcall("glAttachObjectARB");
3421 /* Bind vertex attributes to a corresponding index number to match
3422 * the same index numbers as ARB_vertex_programs (makes loading
3423 * vertex attributes simpler). With this method, we can use the
3424 * exact same code to load the attributes later for both ARB and
3425 * GLSL shaders.
3427 * We have to do this here because we need to know the Program ID
3428 * in order to make the bindings work, and it has to be done prior
3429 * to linking the GLSL program. */
3430 for (i = 0; i < max_attribs; ++i) {
3431 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3432 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3433 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3436 checkGLcall("glBindAttribLocationARB");
3438 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3441 if(use_ps) {
3442 pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &ps_compile_args);
3443 } else {
3444 pshader_id = 0;
3447 /* Attach GLSL pshader */
3448 if (pshader_id) {
3449 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3450 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3451 checkGLcall("glAttachObjectARB");
3453 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3456 /* Link the program */
3457 TRACE("Linking GLSL shader program %u\n", programId);
3458 GL_EXTCALL(glLinkProgramARB(programId));
3459 print_glsl_info_log(&GLINFO_LOCATION, programId);
3461 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3462 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3463 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3464 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3466 for (i = 0; i < MAX_CONST_I; ++i) {
3467 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3468 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3470 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3471 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3472 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3473 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3475 for (i = 0; i < MAX_CONST_I; ++i) {
3476 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3477 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3480 if(pshader) {
3481 for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
3482 char name[32];
3483 sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
3484 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3485 sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3486 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3487 sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3488 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3493 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3494 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3495 checkGLcall("Find glsl program uniform locations");
3497 if (pshader
3498 && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version) >= 3
3499 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4)
3501 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
3502 entry->vertex_color_clamp = GL_FALSE;
3503 } else {
3504 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
3507 /* Set the shader to allow uniform loading on it */
3508 GL_EXTCALL(glUseProgramObjectARB(programId));
3509 checkGLcall("glUseProgramObjectARB(programId)");
3511 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3512 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3513 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3514 * vertex shader with fixed function pixel processing is used we make sure that the card
3515 * supports enough samplers to allow the max number of vertex samplers with all possible
3516 * fixed function fragment processing setups. So once the program is linked these samplers
3517 * won't change.
3519 if(vshader_id) {
3520 /* Load vertex shader samplers */
3521 shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3523 if(pshader_id) {
3524 /* Load pixel shader samplers */
3525 shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3528 /* If the local constants do not have to be loaded with the environment constants,
3529 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3530 * later
3532 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
3533 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
3535 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
3536 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
3540 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
3542 GLhandleARB program_id;
3543 GLhandleARB vshader_id, pshader_id;
3544 static const char *blt_vshader[] =
3546 "#version 120\n"
3547 "void main(void)\n"
3548 "{\n"
3549 " gl_Position = gl_Vertex;\n"
3550 " gl_FrontColor = vec4(1.0);\n"
3551 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3552 "}\n"
3555 static const char *blt_pshaders[tex_type_count] =
3557 /* tex_1d */
3558 NULL,
3559 /* tex_2d */
3560 "#version 120\n"
3561 "uniform sampler2D sampler;\n"
3562 "void main(void)\n"
3563 "{\n"
3564 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3565 "}\n",
3566 /* tex_3d */
3567 NULL,
3568 /* tex_cube */
3569 "#version 120\n"
3570 "uniform samplerCube sampler;\n"
3571 "void main(void)\n"
3572 "{\n"
3573 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3574 "}\n",
3575 /* tex_rect */
3576 "#version 120\n"
3577 "#extension GL_ARB_texture_rectangle : enable\n"
3578 "uniform sampler2DRect sampler;\n"
3579 "void main(void)\n"
3580 "{\n"
3581 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3582 "}\n",
3585 if (!blt_pshaders[tex_type])
3587 FIXME("tex_type %#x not supported\n", tex_type);
3588 tex_type = tex_2d;
3591 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3592 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3593 GL_EXTCALL(glCompileShaderARB(vshader_id));
3595 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3596 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
3597 GL_EXTCALL(glCompileShaderARB(pshader_id));
3599 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3600 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3601 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3602 GL_EXTCALL(glLinkProgramARB(program_id));
3604 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3606 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3607 * is destroyed
3609 GL_EXTCALL(glDeleteObjectARB(vshader_id));
3610 GL_EXTCALL(glDeleteObjectARB(pshader_id));
3611 return program_id;
3614 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3615 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3616 struct shader_glsl_priv *priv = This->shader_priv;
3617 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3618 GLhandleARB program_id = 0;
3619 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
3621 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3623 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3624 else priv->glsl_program = NULL;
3626 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3628 if (old_vertex_color_clamp != current_vertex_color_clamp) {
3629 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
3630 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
3631 checkGLcall("glClampColorARB");
3632 } else {
3633 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3637 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3638 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3639 GL_EXTCALL(glUseProgramObjectARB(program_id));
3640 checkGLcall("glUseProgramObjectARB");
3643 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3644 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3645 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3646 struct shader_glsl_priv *priv = This->shader_priv;
3647 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
3649 if (!*blt_program) {
3650 GLhandleARB loc;
3651 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
3652 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
3653 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3654 GL_EXTCALL(glUniform1iARB(loc, 0));
3655 } else {
3656 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3660 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
3661 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3662 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3663 struct shader_glsl_priv *priv = This->shader_priv;
3664 GLhandleARB program_id;
3666 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3667 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3669 GL_EXTCALL(glUseProgramObjectARB(program_id));
3670 checkGLcall("glUseProgramObjectARB");
3673 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3674 const struct list *linked_programs;
3675 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3676 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3677 struct shader_glsl_priv *priv = device->shader_priv;
3678 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3679 IWineD3DPixelShaderImpl *ps = NULL;
3680 IWineD3DVertexShaderImpl *vs = NULL;
3682 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3683 * can be called from IWineD3DBaseShader::Release
3685 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
3687 if(pshader) {
3688 ps = (IWineD3DPixelShaderImpl *) This;
3689 if(ps->num_gl_shaders == 0) return;
3690 } else {
3691 vs = (IWineD3DVertexShaderImpl *) This;
3692 if(vs->num_gl_shaders == 0) return;
3695 linked_programs = &This->baseShader.linked_programs;
3697 TRACE("Deleting linked programs\n");
3698 if (linked_programs->next) {
3699 struct glsl_shader_prog_link *entry, *entry2;
3701 if(pshader) {
3702 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3703 delete_glsl_program_entry(priv, gl_info, entry);
3705 } else {
3706 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3707 delete_glsl_program_entry(priv, gl_info, entry);
3712 if(pshader) {
3713 UINT i;
3715 ENTER_GL();
3716 for(i = 0; i < ps->num_gl_shaders; i++) {
3717 TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId);
3718 GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId));
3719 checkGLcall("glDeleteObjectARB");
3721 LEAVE_GL();
3722 HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
3723 ps->gl_shaders = NULL;
3724 ps->num_gl_shaders = 0;
3725 ps->shader_array_size = 0;
3726 } else {
3727 UINT i;
3729 ENTER_GL();
3730 for(i = 0; i < vs->num_gl_shaders; i++) {
3731 TRACE("deleting vshader %u\n", vs->gl_shaders[i].prgId);
3732 GL_EXTCALL(glDeleteObjectARB(vs->gl_shaders[i].prgId));
3733 checkGLcall("glDeleteObjectARB");
3735 LEAVE_GL();
3736 HeapFree(GetProcessHeap(), 0, vs->gl_shaders);
3737 vs->gl_shaders = NULL;
3738 vs->num_gl_shaders = 0;
3739 vs->shader_array_size = 0;
3743 static unsigned int glsl_program_key_hash(const void *key)
3745 const glsl_program_key_t *k = key;
3747 unsigned int hash = ((DWORD_PTR) k->vshader) | ((DWORD_PTR) k->pshader) << 16;
3748 hash += ~(hash << 15);
3749 hash ^= (hash >> 10);
3750 hash += (hash << 3);
3751 hash ^= (hash >> 6);
3752 hash += ~(hash << 11);
3753 hash ^= (hash >> 16);
3755 return hash;
3758 static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
3760 const glsl_program_key_t *ka = keya;
3761 const glsl_program_key_t *kb = keyb;
3763 return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
3764 (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0) &&
3765 (memcmp(&ka->vs_args, &kb->vs_args, sizeof(kb->vs_args)) == 0);
3768 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
3770 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
3771 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
3773 if (!mem)
3775 ERR("Failed to allocate memory\n");
3776 return FALSE;
3779 heap->entries = mem;
3780 heap->entries[1].version = 0;
3781 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
3782 heap->size = 1;
3784 return TRUE;
3787 static void constant_heap_free(struct constant_heap *heap)
3789 HeapFree(GetProcessHeap(), 0, heap->entries);
3792 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
3793 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3794 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3795 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
3796 SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
3798 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
3799 if (!priv->stack)
3801 ERR("Failed to allocate memory.\n");
3802 HeapFree(GetProcessHeap(), 0, priv);
3803 return E_OUTOFMEMORY;
3806 if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
3808 ERR("Failed to initialize vertex shader constant heap\n");
3809 HeapFree(GetProcessHeap(), 0, priv->stack);
3810 HeapFree(GetProcessHeap(), 0, priv);
3811 return E_OUTOFMEMORY;
3814 if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
3816 ERR("Failed to initialize pixel shader constant heap\n");
3817 constant_heap_free(&priv->vconst_heap);
3818 HeapFree(GetProcessHeap(), 0, priv->stack);
3819 HeapFree(GetProcessHeap(), 0, priv);
3820 return E_OUTOFMEMORY;
3823 priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
3824 priv->next_constant_version = 1;
3826 This->shader_priv = priv;
3827 return WINED3D_OK;
3830 static void shader_glsl_free(IWineD3DDevice *iface) {
3831 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3832 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3833 struct shader_glsl_priv *priv = This->shader_priv;
3834 int i;
3836 for (i = 0; i < tex_type_count; ++i)
3838 if (priv->depth_blt_program[i])
3840 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
3844 hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
3845 constant_heap_free(&priv->pconst_heap);
3846 constant_heap_free(&priv->vconst_heap);
3848 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3849 This->shader_priv = NULL;
3852 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
3853 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3854 return FALSE;
3857 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
3858 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3859 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3860 CONST DWORD *function = This->baseShader.function;
3861 const char *fragcolor;
3862 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3864 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3865 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3867 shader_addline(buffer, "#version 120\n");
3869 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3870 shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
3872 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3873 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3874 * drivers write a warning if we don't do so
3876 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3879 /* Base Declarations */
3880 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, args);
3882 /* Pack 3.0 inputs */
3883 if (reg_maps->shader_version >= WINED3DPS_VERSION(3,0) && args->vp_mode != vertexshader) {
3884 pshader_glsl_input_pack(buffer, This->semantics_in, iface, args->vp_mode);
3887 /* Base Shader Body */
3888 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3890 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3891 if (reg_maps->shader_version < WINED3DPS_VERSION(2,0))
3893 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3894 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
3895 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3896 else
3897 shader_addline(buffer, "gl_FragColor = R0;\n");
3900 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3901 fragcolor = "gl_FragData[0]";
3902 } else {
3903 fragcolor = "gl_FragColor";
3905 if(args->srgb_correction) {
3906 shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3907 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
3908 srgb_sub_high, srgb_sub_high, srgb_sub_high);
3909 shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
3910 shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
3911 shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
3912 shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
3913 shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
3915 /* Pixel shader < 3.0 do not replace the fog stage.
3916 * This implements linear fog computation and blending.
3917 * TODO: non linear fog
3918 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3919 * -1/(e-s) and e/(e-s) respectively.
3921 if(reg_maps->shader_version < WINED3DPS_VERSION(3,0)) {
3922 switch(args->fog) {
3923 case FOG_OFF: break;
3924 case FOG_LINEAR:
3925 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3926 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
3927 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3928 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3929 break;
3930 case FOG_EXP:
3931 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3932 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3933 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3934 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3935 break;
3936 case FOG_EXP2:
3937 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3938 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3939 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3940 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3941 break;
3945 shader_addline(buffer, "}\n");
3947 TRACE("Compiling shader object %u\n", shader_obj);
3948 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3949 GL_EXTCALL(glCompileShaderARB(shader_obj));
3950 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3952 /* Store the shader object */
3953 return shader_obj;
3956 static GLuint shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
3957 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
3958 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3959 CONST DWORD *function = This->baseShader.function;
3960 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3962 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3963 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3965 shader_addline(buffer, "#version 120\n");
3967 /* Base Declarations */
3968 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL);
3970 /* Base Shader Body */
3971 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3973 /* Unpack 3.0 outputs */
3974 if (reg_maps->shader_version >= WINED3DVS_VERSION(3,0)) shader_addline(buffer, "order_ps_input(OUT);\n");
3975 else shader_addline(buffer, "order_ps_input();\n");
3977 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3978 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3979 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3980 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3982 if(args->fog_src == VS_FOG_Z) {
3983 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3984 } else if (!reg_maps->fog) {
3985 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
3988 /* Write the final position.
3990 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3991 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3992 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3993 * contains 1.0 to allow a mad.
3995 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3996 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3998 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4000 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4001 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4002 * which is the same as z = z * 2 - w.
4004 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4006 shader_addline(buffer, "}\n");
4008 TRACE("Compiling shader object %u\n", shader_obj);
4009 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4010 GL_EXTCALL(glCompileShaderARB(shader_obj));
4011 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
4013 return shader_obj;
4016 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
4018 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4019 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4020 * vs_nv_version which is based on NV_vertex_program.
4021 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4022 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4023 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4024 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4026 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4027 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4028 else
4029 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4030 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4031 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4033 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4034 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4035 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4036 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4037 * in max native instructions. Intel and others also offer the info in this extension but they
4038 * don't support GLSL (at least on Windows).
4040 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4041 * of instructions is 512 or less we have to do with ps2.0 hardware.
4042 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
4044 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4045 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4046 else
4047 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4049 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4050 * Direct3D minimum requirement.
4052 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4053 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4055 * The problem is that the refrast clamps temporary results in the shader to
4056 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4057 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4058 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4059 * offer a way to query this.
4061 pCaps->PixelShader1xMaxValue = 8.0;
4062 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4065 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4067 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4069 TRACE("Checking support for fixup:\n");
4070 dump_color_fixup_desc(fixup);
4073 /* We support everything except YUV conversions. */
4074 if (!is_yuv_fixup(fixup))
4076 TRACE("[OK]\n");
4077 return TRUE;
4080 TRACE("[FAILED]\n");
4081 return FALSE;
4084 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4086 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4087 /* WINED3DSIH_ADD */ shader_glsl_arith,
4088 /* WINED3DSIH_BEM */ pshader_glsl_bem,
4089 /* WINED3DSIH_BREAK */ shader_glsl_break,
4090 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4091 /* WINED3DSIH_BREAKP */ NULL,
4092 /* WINED3DSIH_CALL */ shader_glsl_call,
4093 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4094 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4095 /* WINED3DSIH_CND */ shader_glsl_cnd,
4096 /* WINED3DSIH_CRS */ shader_glsl_cross,
4097 /* WINED3DSIH_DCL */ NULL,
4098 /* WINED3DSIH_DEF */ NULL,
4099 /* WINED3DSIH_DEFB */ NULL,
4100 /* WINED3DSIH_DEFI */ NULL,
4101 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
4102 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4103 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4104 /* WINED3DSIH_DST */ shader_glsl_dst,
4105 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4106 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4107 /* WINED3DSIH_ELSE */ shader_glsl_else,
4108 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4109 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4110 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4111 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4112 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4113 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4114 /* WINED3DSIH_IF */ shader_glsl_if,
4115 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4116 /* WINED3DSIH_LABEL */ shader_glsl_label,
4117 /* WINED3DSIH_LIT */ shader_glsl_lit,
4118 /* WINED3DSIH_LOG */ shader_glsl_log,
4119 /* WINED3DSIH_LOGP */ shader_glsl_log,
4120 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4121 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4122 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4123 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4124 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4125 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4126 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4127 /* WINED3DSIH_MAD */ shader_glsl_mad,
4128 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4129 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4130 /* WINED3DSIH_MOV */ shader_glsl_mov,
4131 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4132 /* WINED3DSIH_MUL */ shader_glsl_arith,
4133 /* WINED3DSIH_NOP */ NULL,
4134 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
4135 /* WINED3DSIH_PHASE */ NULL,
4136 /* WINED3DSIH_POW */ shader_glsl_pow,
4137 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4138 /* WINED3DSIH_REP */ shader_glsl_rep,
4139 /* WINED3DSIH_RET */ NULL,
4140 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4141 /* WINED3DSIH_SETP */ NULL,
4142 /* WINED3DSIH_SGE */ shader_glsl_compare,
4143 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
4144 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4145 /* WINED3DSIH_SLT */ shader_glsl_compare,
4146 /* WINED3DSIH_SUB */ shader_glsl_arith,
4147 /* WINED3DSIH_TEX */ pshader_glsl_tex,
4148 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
4149 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
4150 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
4151 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
4152 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
4153 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
4154 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
4155 /* WINED3DSIH_TEXLDD */ NULL,
4156 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
4157 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
4158 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
4159 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
4160 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
4161 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4162 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
4163 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
4164 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
4165 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
4166 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
4167 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
4168 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
4171 const shader_backend_t glsl_shader_backend = {
4172 shader_glsl_instruction_handler_table,
4173 shader_glsl_select,
4174 shader_glsl_select_depth_blt,
4175 shader_glsl_deselect_depth_blt,
4176 shader_glsl_update_float_vertex_constants,
4177 shader_glsl_update_float_pixel_constants,
4178 shader_glsl_load_constants,
4179 shader_glsl_destroy,
4180 shader_glsl_alloc,
4181 shader_glsl_free,
4182 shader_glsl_dirty_const,
4183 shader_glsl_generate_pshader,
4184 shader_glsl_generate_vshader,
4185 shader_glsl_get_caps,
4186 shader_glsl_color_fixup_supported,