wined3d: Use the ps_compile_args struct in glsl.
[wine/multimedia.git] / dlls / wined3d / glsl_shader.c
blob59e3427760e25b2fb0aee56d595416f4229fe6cc
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 <stdio.h>
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d);
40 #define GLINFO_LOCATION (*gl_info)
42 typedef struct {
43 char reg_name[150];
44 char mask_str[6];
45 } glsl_dst_param_t;
47 typedef struct {
48 char reg_name[150];
49 char param_str[100];
50 } glsl_src_param_t;
52 typedef struct {
53 const char *name;
54 DWORD coord_mask;
55 } glsl_sample_function_t;
57 /* GLSL shader private data */
58 struct shader_glsl_priv {
59 struct hash_table_t *glsl_program_lookup;
60 const struct glsl_shader_prog_link *glsl_program;
61 GLhandleARB depth_blt_program[tex_type_count];
64 /* Struct to maintain data about a linked GLSL program */
65 struct glsl_shader_prog_link {
66 struct list vshader_entry;
67 struct list pshader_entry;
68 GLhandleARB programId;
69 GLhandleARB *vuniformF_locations;
70 GLhandleARB *puniformF_locations;
71 GLhandleARB vuniformI_locations[MAX_CONST_I];
72 GLhandleARB puniformI_locations[MAX_CONST_I];
73 GLhandleARB posFixup_location;
74 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
75 GLhandleARB luminancescale_location[MAX_TEXTURES];
76 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
77 GLhandleARB ycorrection_location;
78 GLenum vertex_color_clamp;
79 GLhandleARB vshader;
80 IWineD3DPixelShader *pshader;
81 struct ps_compile_args ps_args;
84 typedef struct {
85 GLhandleARB vshader;
86 IWineD3DPixelShader *pshader;
87 struct ps_compile_args ps_args;
88 } glsl_program_key_t;
91 /** Prints the GLSL info log which will contain error messages if they exist */
92 static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
94 int infologLength = 0;
95 char *infoLog;
96 unsigned int i;
97 BOOL is_spam;
99 static const char * const spam[] =
101 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
102 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
103 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
104 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
105 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
106 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
107 "Fragment shader was successfully compiled to run on hardware.\nWARNING: 0:1: extension 'GL_ARB_draw_buffers' is not supported",
108 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
109 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
110 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
113 GL_EXTCALL(glGetObjectParameterivARB(obj,
114 GL_OBJECT_INFO_LOG_LENGTH_ARB,
115 &infologLength));
117 /* A size of 1 is just a null-terminated string, so the log should be bigger than
118 * that if there are errors. */
119 if (infologLength > 1)
121 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
122 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
124 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
125 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
126 is_spam = FALSE;
128 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
129 if(strcmp(infoLog, spam[i]) == 0) {
130 is_spam = TRUE;
131 break;
134 if(is_spam) {
135 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
136 } else {
137 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
139 HeapFree(GetProcessHeap(), 0, infoLog);
144 * Loads (pixel shader) samplers
146 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
148 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
149 GLhandleARB name_loc;
150 int i;
151 char sampler_name[20];
153 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
154 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
155 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
156 if (name_loc != -1) {
157 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
158 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(fragment_samplers)) {
159 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
160 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
161 checkGLcall("glUniform1iARB");
162 } else {
163 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
169 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
171 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
172 GLhandleARB name_loc;
173 char sampler_name[20];
174 int i;
176 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
177 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
178 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
179 if (name_loc != -1) {
180 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
181 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(combined_samplers)) {
182 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
183 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
184 checkGLcall("glUniform1iARB");
185 } else {
186 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
192 /**
193 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
194 * When constant_list == NULL, it will load all the constants.
196 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
197 unsigned int max_constants, const float *constants, const GLhandleARB *constant_locations,
198 const struct list *constant_list)
200 const constants_entry *constant;
201 const local_constant *lconst;
202 GLhandleARB tmp_loc;
203 DWORD i, j, k;
204 const DWORD *idx;
206 if (TRACE_ON(d3d_shader)) {
207 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
208 idx = constant->idx;
209 j = constant->count;
210 while (j--) {
211 i = *idx++;
212 tmp_loc = constant_locations[i];
213 if (tmp_loc != -1) {
214 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
215 constants[i * 4 + 0], constants[i * 4 + 1],
216 constants[i * 4 + 2], constants[i * 4 + 3]);
222 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
223 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.reg_maps.shader_version) == 1
224 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version))
226 float lcl_const[4];
228 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
229 idx = constant->idx;
230 j = constant->count;
231 while (j--) {
232 i = *idx++;
233 tmp_loc = constant_locations[i];
234 if (tmp_loc != -1) {
235 /* We found this uniform name in the program - go ahead and send the data */
236 k = i * 4;
237 if(constants[k + 0] < -1.0) lcl_const[0] = -1.0;
238 else if(constants[k + 0] > 1.0) lcl_const[0] = 1.0;
239 else lcl_const[0] = constants[k + 0];
240 if(constants[k + 1] < -1.0) lcl_const[1] = -1.0;
241 else if(constants[k + 1] > 1.0) lcl_const[1] = 1.0;
242 else lcl_const[1] = constants[k + 1];
243 if(constants[k + 2] < -1.0) lcl_const[2] = -1.0;
244 else if(constants[k + 2] > 1.0) lcl_const[2] = 1.0;
245 else lcl_const[2] = constants[k + 2];
246 if(constants[k + 3] < -1.0) lcl_const[3] = -1.0;
247 else if(constants[k + 3] > 1.0) lcl_const[3] = 1.0;
248 else lcl_const[3] = constants[k + 3];
250 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, lcl_const));
254 } else {
255 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
256 idx = constant->idx;
257 j = constant->count;
258 while (j--) {
259 i = *idx++;
260 tmp_loc = constant_locations[i];
261 if (tmp_loc != -1) {
262 /* We found this uniform name in the program - go ahead and send the data */
263 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
268 checkGLcall("glUniform4fvARB()");
270 if(!This->baseShader.load_local_constsF) {
271 TRACE("No need to load local float constants for this shader\n");
272 return;
275 /* Load immediate constants */
276 if (TRACE_ON(d3d_shader)) {
277 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
278 tmp_loc = constant_locations[lconst->idx];
279 if (tmp_loc != -1) {
280 const GLfloat *values = (const GLfloat *)lconst->value;
281 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
282 values[0], values[1], values[2], values[3]);
286 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
287 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
288 tmp_loc = constant_locations[lconst->idx];
289 if (tmp_loc != -1) {
290 /* We found this uniform name in the program - go ahead and send the data */
291 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (const GLfloat *)lconst->value));
294 checkGLcall("glUniform4fvARB()");
297 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
298 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
299 const GLhandleARB locations[MAX_CONST_I], const int *constants, WORD constants_set)
301 unsigned int i;
302 struct list* ptr;
304 for (i = 0; constants_set; constants_set >>= 1, ++i)
306 if (!(constants_set & 1)) continue;
308 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
309 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
311 /* We found this uniform name in the program - go ahead and send the data */
312 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
313 checkGLcall("glUniform4ivARB");
316 /* Load immediate constants */
317 ptr = list_head(&This->baseShader.constantsI);
318 while (ptr) {
319 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
320 unsigned int idx = lconst->idx;
321 const GLint *values = (const GLint *)lconst->value;
323 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
324 values[0], values[1], values[2], values[3]);
326 /* We found this uniform name in the program - go ahead and send the data */
327 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
328 checkGLcall("glUniform4ivARB");
329 ptr = list_next(&This->baseShader.constantsI, ptr);
333 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
334 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
335 GLhandleARB programId, const BOOL *constants, WORD constants_set)
337 GLhandleARB tmp_loc;
338 unsigned int i;
339 char tmp_name[8];
340 char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
341 const char* prefix = is_pshader? "PB":"VB";
342 struct list* ptr;
344 /* TODO: Benchmark and see if it would be beneficial to store the
345 * locations of the constants to avoid looking up each time */
346 for (i = 0; constants_set; constants_set >>= 1, ++i)
348 if (!(constants_set & 1)) continue;
350 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
352 /* TODO: Benchmark and see if it would be beneficial to store the
353 * locations of the constants to avoid looking up each time */
354 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
355 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
356 if (tmp_loc != -1)
358 /* We found this uniform name in the program - go ahead and send the data */
359 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
360 checkGLcall("glUniform1ivARB");
364 /* Load immediate constants */
365 ptr = list_head(&This->baseShader.constantsB);
366 while (ptr) {
367 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
368 unsigned int idx = lconst->idx;
369 const GLint *values = (const GLint *)lconst->value;
371 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
373 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
374 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
375 if (tmp_loc != -1) {
376 /* We found this uniform name in the program - go ahead and send the data */
377 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
378 checkGLcall("glUniform1ivARB");
380 ptr = list_next(&This->baseShader.constantsB, ptr);
387 * Loads the app-supplied constants into the currently set GLSL program.
389 static void shader_glsl_load_constants(
390 IWineD3DDevice* device,
391 char usePixelShader,
392 char useVertexShader) {
394 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
395 const struct shader_glsl_priv *priv = (struct shader_glsl_priv *)deviceImpl->shader_priv;
396 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
397 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
399 const GLhandleARB *constant_locations;
400 const struct list *constant_list;
401 GLhandleARB programId;
402 const struct glsl_shader_prog_link *prog = priv->glsl_program;
403 int i;
405 if (!prog) {
406 /* No GLSL program set - nothing to do. */
407 return;
409 programId = prog->programId;
411 if (useVertexShader) {
412 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
414 constant_locations = prog->vuniformF_locations;
415 constant_list = &stateBlock->set_vconstantsF;
417 /* Load DirectX 9 float constants/uniforms for vertex shader */
418 shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
419 stateBlock->vertexShaderConstantF, constant_locations, constant_list);
421 /* Load DirectX 9 integer constants/uniforms for vertex shader */
422 if(vshader->baseShader.uses_int_consts) {
423 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations,
424 stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI);
427 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
428 if(vshader->baseShader.uses_bool_consts) {
429 shader_glsl_load_constantsB(vshader, gl_info, programId,
430 stateBlock->vertexShaderConstantB, stateBlock->changed.vertexShaderConstantsB);
433 /* Upload the position fixup params */
434 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
435 checkGLcall("glUniform4fvARB");
438 if (usePixelShader) {
440 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
442 constant_locations = prog->puniformF_locations;
443 constant_list = &stateBlock->set_pconstantsF;
445 /* Load DirectX 9 float constants/uniforms for pixel shader */
446 shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
447 stateBlock->pixelShaderConstantF, constant_locations, constant_list);
449 /* Load DirectX 9 integer constants/uniforms for pixel shader */
450 if(pshader->baseShader.uses_int_consts) {
451 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations,
452 stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI);
455 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
456 if(pshader->baseShader.uses_bool_consts) {
457 shader_glsl_load_constantsB(pshader, gl_info, programId,
458 stateBlock->pixelShaderConstantB, stateBlock->changed.pixelShaderConstantsB);
461 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
462 * It can't be 0 for a valid texbem instruction.
464 for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
465 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
466 int stage = ps->luminanceconst[i].texunit;
468 const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
469 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
470 checkGLcall("glUniformMatrix2fvARB");
472 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
473 * is set too, so we can check that in the needsbumpmat check
475 if(ps->baseShader.reg_maps.luminanceparams[stage]) {
476 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
477 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
479 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
480 checkGLcall("glUniform1fvARB");
481 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
482 checkGLcall("glUniform1fvARB");
486 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
487 float correction_params[4];
488 if(deviceImpl->render_offscreen) {
489 correction_params[0] = 0.0;
490 correction_params[1] = 1.0;
491 } else {
492 /* position is window relative, not viewport relative */
493 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
494 correction_params[1] = -1.0;
496 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
501 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
503 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
504 UINT i;
506 for (i = start; i < count + start; ++i)
508 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
510 constants_entry *ptr = LIST_ENTRY(list_head(&This->stateBlock->set_vconstantsF),
511 constants_entry, entry);
513 if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx))
515 ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
516 list_add_head(&This->stateBlock->set_vconstantsF, &ptr->entry);
518 ptr->idx[ptr->count++] = i;
523 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
525 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
526 UINT i;
528 for (i = start; i < count + start; ++i)
530 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
532 constants_entry *ptr = LIST_ENTRY(list_head(&This->stateBlock->set_pconstantsF),
533 constants_entry, entry);
535 if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx))
537 ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
538 list_add_head(&This->stateBlock->set_pconstantsF, &ptr->entry);
540 ptr->idx[ptr->count++] = i;
545 /** Generate the variable & register declarations for the GLSL output target */
546 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
547 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info,
548 const struct ps_compile_args *ps_args)
550 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
551 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
552 DWORD shader_version = reg_maps->shader_version;
553 unsigned int i, extra_constants_needed = 0;
554 const local_constant *lconst;
556 /* There are some minor differences between pixel and vertex shaders */
557 char pshader = shader_is_pshader_version(shader_version);
558 char prefix = pshader ? 'P' : 'V';
560 /* Prototype the subroutines */
561 for (i = 0; i < This->baseShader.limits.label; i++) {
562 if (reg_maps->labels[i])
563 shader_addline(buffer, "void subroutine%u();\n", i);
566 /* Declare the constants (aka uniforms) */
567 if (This->baseShader.limits.constant_float > 0) {
568 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
569 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
570 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
573 if (This->baseShader.limits.constant_int > 0)
574 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
576 if (This->baseShader.limits.constant_bool > 0)
577 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
579 if(!pshader) {
580 shader_addline(buffer, "uniform vec4 posFixup;\n");
581 /* Predeclaration; This function is added at link time based on the pixel shader.
582 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
583 * that. We know the input to the reorder function at vertex shader compile time, so
584 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
585 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
586 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
587 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
588 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
589 * inout.
591 if (shader_version >= WINED3DVS_VERSION(3, 0))
593 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
594 } else {
595 shader_addline(buffer, "void order_ps_input();\n");
597 } else {
598 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
600 ps_impl->numbumpenvmatconsts = 0;
601 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
602 if(!reg_maps->bumpmat[i]) {
603 continue;
606 ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
607 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
609 if(reg_maps->luminanceparams) {
610 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
611 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
612 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
613 extra_constants_needed++;
614 } else {
615 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
618 extra_constants_needed++;
619 ps_impl->numbumpenvmatconsts++;
622 if(ps_args->srgb_correction) {
623 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
624 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
625 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
626 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
628 if(reg_maps->vpos || reg_maps->usesdsy) {
629 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
630 shader_addline(buffer, "uniform vec4 ycorrection;\n");
631 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
632 extra_constants_needed++;
633 } else {
634 /* This happens because we do not have proper tracking of the constant registers that are
635 * actually used, only the max limit of the shader version
637 FIXME("Cannot find a free uniform for vpos correction params\n");
638 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
639 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
640 device->render_offscreen ? 1.0 : -1.0);
642 shader_addline(buffer, "vec4 vpos;\n");
646 /* Declare texture samplers */
647 for (i = 0; i < This->baseShader.limits.sampler; i++) {
648 if (reg_maps->samplers[i]) {
650 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
651 switch (stype) {
653 case WINED3DSTT_1D:
654 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
655 break;
656 case WINED3DSTT_2D:
657 if(device->stateBlock->textures[i] &&
658 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
659 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
660 } else {
661 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
663 break;
664 case WINED3DSTT_CUBE:
665 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
666 break;
667 case WINED3DSTT_VOLUME:
668 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
669 break;
670 default:
671 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
672 FIXME("Unrecognized sampler type: %#x\n", stype);
673 break;
678 /* Declare address variables */
679 for (i = 0; i < This->baseShader.limits.address; i++) {
680 if (reg_maps->address[i])
681 shader_addline(buffer, "ivec4 A%d;\n", i);
684 /* Declare texture coordinate temporaries and initialize them */
685 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
686 if (reg_maps->texcoord[i])
687 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
690 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
691 * helper function shader that is linked in at link time
693 if (pshader && shader_version >= WINED3DPS_VERSION(3, 0))
695 if(use_vs(device)) {
696 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
697 } else {
698 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
699 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
700 * pixel shader that reads the fixed function color into the packed input registers.
702 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
706 /* Declare output register temporaries */
707 if(This->baseShader.limits.packed_output) {
708 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
711 /* Declare temporary variables */
712 for(i = 0; i < This->baseShader.limits.temporary; i++) {
713 if (reg_maps->temporary[i])
714 shader_addline(buffer, "vec4 R%u;\n", i);
717 /* Declare attributes */
718 for (i = 0; i < This->baseShader.limits.attributes; i++) {
719 if (reg_maps->attributes[i])
720 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
723 /* Declare loop registers aLx */
724 for (i = 0; i < reg_maps->loop_depth; i++) {
725 shader_addline(buffer, "int aL%u;\n", i);
726 shader_addline(buffer, "int tmpInt%u;\n", i);
729 /* Temporary variables for matrix operations */
730 shader_addline(buffer, "vec4 tmp0;\n");
731 shader_addline(buffer, "vec4 tmp1;\n");
733 /* Local constants use a different name so they can be loaded once at shader link time
734 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
735 * float -> string conversion can cause precision loss.
737 if(!This->baseShader.load_local_constsF) {
738 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
739 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
743 /* Start the main program */
744 shader_addline(buffer, "void main() {\n");
745 if(pshader && reg_maps->vpos) {
746 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
747 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
748 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
749 * precision troubles when we just substract 0.5.
751 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
753 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
755 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
756 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
757 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
758 * correctly on drivers that returns integer values.
760 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
764 /*****************************************************************************
765 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
767 * For more information, see http://wiki.winehq.org/DirectX-Shaders
768 ****************************************************************************/
770 /* Prototypes */
771 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
772 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
774 /** Used for opcode modifiers - They multiply the result by the specified amount */
775 static const char * const shift_glsl_tab[] = {
776 "", /* 0 (none) */
777 "2.0 * ", /* 1 (x2) */
778 "4.0 * ", /* 2 (x4) */
779 "8.0 * ", /* 3 (x8) */
780 "16.0 * ", /* 4 (x16) */
781 "32.0 * ", /* 5 (x32) */
782 "", /* 6 (x64) */
783 "", /* 7 (x128) */
784 "", /* 8 (d256) */
785 "", /* 9 (d128) */
786 "", /* 10 (d64) */
787 "", /* 11 (d32) */
788 "0.0625 * ", /* 12 (d16) */
789 "0.125 * ", /* 13 (d8) */
790 "0.25 * ", /* 14 (d4) */
791 "0.5 * " /* 15 (d2) */
794 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
795 static void shader_glsl_gen_modifier (
796 const DWORD instr,
797 const char *in_reg,
798 const char *in_regswizzle,
799 char *out_str) {
801 out_str[0] = 0;
803 if (instr == WINED3DSIO_TEXKILL)
804 return;
806 switch (instr & WINED3DSP_SRCMOD_MASK) {
807 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
808 case WINED3DSPSM_DW:
809 case WINED3DSPSM_NONE:
810 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
811 break;
812 case WINED3DSPSM_NEG:
813 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
814 break;
815 case WINED3DSPSM_NOT:
816 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
817 break;
818 case WINED3DSPSM_BIAS:
819 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
820 break;
821 case WINED3DSPSM_BIASNEG:
822 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
823 break;
824 case WINED3DSPSM_SIGN:
825 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
826 break;
827 case WINED3DSPSM_SIGNNEG:
828 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
829 break;
830 case WINED3DSPSM_COMP:
831 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
832 break;
833 case WINED3DSPSM_X2:
834 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
835 break;
836 case WINED3DSPSM_X2NEG:
837 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
838 break;
839 case WINED3DSPSM_ABS:
840 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
841 break;
842 case WINED3DSPSM_ABSNEG:
843 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
844 break;
845 default:
846 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
847 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
851 /** Writes the GLSL variable name that corresponds to the register that the
852 * DX opcode parameter is trying to access */
853 static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_token,
854 char *regstr, BOOL *is_color, const SHADER_OPCODE_ARG *arg)
856 /* oPos, oFog and oPts in D3D */
857 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
859 DWORD reg = param & WINED3DSP_REGNUM_MASK;
860 DWORD regtype = shader_get_regtype(param);
861 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
862 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
863 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
864 DWORD shader_version = This->baseShader.reg_maps.shader_version;
865 char pshader = shader_is_pshader_version(shader_version);
866 char tmpStr[150];
868 *is_color = FALSE;
870 switch (regtype) {
871 case WINED3DSPR_TEMP:
872 sprintf(tmpStr, "R%u", reg);
873 break;
874 case WINED3DSPR_INPUT:
875 if (pshader) {
876 /* Pixel shaders >= 3.0 */
877 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3)
879 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
881 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
882 glsl_src_param_t rel_param;
883 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
885 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
886 * operation there
888 if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
889 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
890 sprintf(tmpStr, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
891 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count - 1,
892 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count,
893 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
894 } else {
895 sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
897 } else {
898 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
899 sprintf(tmpStr, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
900 rel_param.param_str, in_count - 1,
901 rel_param.param_str, in_count,
902 rel_param.param_str);
903 } else {
904 sprintf(tmpStr, "IN[%s]", rel_param.param_str);
907 } else {
908 DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg];
909 if (idx == in_count) {
910 sprintf(tmpStr, "gl_Color");
911 } else if (idx == in_count + 1) {
912 sprintf(tmpStr, "gl_SecondaryColor");
913 } else {
914 sprintf(tmpStr, "IN[%u]", idx);
917 } else {
918 if (reg==0)
919 strcpy(tmpStr, "gl_Color");
920 else
921 strcpy(tmpStr, "gl_SecondaryColor");
923 } else {
924 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
925 *is_color = TRUE;
926 sprintf(tmpStr, "attrib%u", reg);
928 break;
929 case WINED3DSPR_CONST:
931 const char prefix = pshader? 'P':'V';
933 /* Relative addressing */
934 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
936 /* Relative addressing on shaders 2.0+ have a relative address token,
937 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
938 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
940 glsl_src_param_t rel_param;
941 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
942 if(reg) {
943 sprintf(tmpStr, "%cC[%s + %u]", prefix, rel_param.param_str, reg);
944 } else {
945 sprintf(tmpStr, "%cC[%s]", prefix, rel_param.param_str);
947 } else {
948 if(reg) {
949 sprintf(tmpStr, "%cC[A0.x + %u]", prefix, reg);
950 } else {
951 sprintf(tmpStr, "%cC[A0.x]", prefix);
955 } else {
956 if(shader_constant_is_local(This, reg)) {
957 sprintf(tmpStr, "%cLC%u", prefix, reg);
958 } else {
959 sprintf(tmpStr, "%cC[%u]", prefix, reg);
963 break;
965 case WINED3DSPR_CONSTINT:
966 if (pshader)
967 sprintf(tmpStr, "PI[%u]", reg);
968 else
969 sprintf(tmpStr, "VI[%u]", reg);
970 break;
971 case WINED3DSPR_CONSTBOOL:
972 if (pshader)
973 sprintf(tmpStr, "PB[%u]", reg);
974 else
975 sprintf(tmpStr, "VB[%u]", reg);
976 break;
977 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
978 if (pshader) {
979 sprintf(tmpStr, "T%u", reg);
980 } else {
981 sprintf(tmpStr, "A%u", reg);
983 break;
984 case WINED3DSPR_LOOP:
985 sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
986 break;
987 case WINED3DSPR_SAMPLER:
988 if (pshader)
989 sprintf(tmpStr, "Psampler%u", reg);
990 else
991 sprintf(tmpStr, "Vsampler%u", reg);
992 break;
993 case WINED3DSPR_COLOROUT:
994 if (reg >= GL_LIMITS(buffers)) {
995 WARN("Write to render target %u, only %d supported\n", reg, 4);
997 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
998 sprintf(tmpStr, "gl_FragData[%u]", reg);
999 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1000 sprintf(tmpStr, "gl_FragColor");
1002 break;
1003 case WINED3DSPR_RASTOUT:
1004 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
1005 break;
1006 case WINED3DSPR_DEPTHOUT:
1007 sprintf(tmpStr, "gl_FragDepth");
1008 break;
1009 case WINED3DSPR_ATTROUT:
1010 if (reg == 0) {
1011 sprintf(tmpStr, "gl_FrontColor");
1012 } else {
1013 sprintf(tmpStr, "gl_FrontSecondaryColor");
1015 break;
1016 case WINED3DSPR_TEXCRDOUT:
1017 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1018 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) sprintf(tmpStr, "OUT[%u]", reg);
1019 else sprintf(tmpStr, "gl_TexCoord[%u]", reg);
1020 break;
1021 case WINED3DSPR_MISCTYPE:
1022 if (reg == 0) {
1023 /* vPos */
1024 sprintf(tmpStr, "vpos");
1025 } else if (reg == 1){
1026 /* Note that gl_FrontFacing is a bool, while vFace is
1027 * a float for which the sign determines front/back
1029 sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
1030 } else {
1031 FIXME("Unhandled misctype register %d\n", reg);
1032 sprintf(tmpStr, "unrecognized_register");
1034 break;
1035 default:
1036 FIXME("Unhandled register name Type(%d)\n", regtype);
1037 sprintf(tmpStr, "unrecognized_register");
1038 break;
1041 strcat(regstr, tmpStr);
1044 /* Get the GLSL write mask for the destination register */
1045 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
1046 char *ptr = write_mask;
1047 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
1049 if (shader_is_scalar(param)) {
1050 mask = WINED3DSP_WRITEMASK_0;
1051 } else {
1052 *ptr++ = '.';
1053 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1054 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1055 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1056 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1059 *ptr = '\0';
1061 return mask;
1064 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1065 unsigned int size = 0;
1067 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1068 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1069 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1070 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1072 return size;
1075 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
1076 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1077 * but addressed as "rgba". To fix this we need to swap the register's x
1078 * and z components. */
1079 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1080 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1081 char *ptr = swizzle_str;
1083 if (!shader_is_scalar(param)) {
1084 *ptr++ = '.';
1085 /* swizzle bits fields: wwzzyyxx */
1086 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
1087 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
1088 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
1089 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
1092 *ptr = '\0';
1095 /* From a given parameter token, generate the corresponding GLSL string.
1096 * Also, return the actual register name and swizzle in case the
1097 * caller needs this information as well. */
1098 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
1099 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param)
1101 BOOL is_color = FALSE;
1102 char swizzle_str[6];
1104 src_param->reg_name[0] = '\0';
1105 src_param->param_str[0] = '\0';
1106 swizzle_str[0] = '\0';
1108 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
1110 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
1111 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
1114 /* From a given parameter token, generate the corresponding GLSL string.
1115 * Also, return the actual register name and swizzle in case the
1116 * caller needs this information as well. */
1117 static DWORD shader_glsl_add_dst_param(const SHADER_OPCODE_ARG* arg, const DWORD param,
1118 const DWORD addr_token, glsl_dst_param_t *dst_param)
1120 BOOL is_color = FALSE;
1122 dst_param->mask_str[0] = '\0';
1123 dst_param->reg_name[0] = '\0';
1125 shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
1126 return shader_glsl_get_write_mask(param, dst_param->mask_str);
1129 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1130 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg, const DWORD param)
1132 glsl_dst_param_t dst_param;
1133 DWORD mask;
1134 int shift;
1136 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
1138 if(mask) {
1139 shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1140 shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
1143 return mask;
1146 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1147 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg)
1149 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
1152 /** Process GLSL instruction modifiers */
1153 void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG* arg)
1155 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
1157 if (arg->opcode->dst_token && mask != 0) {
1158 glsl_dst_param_t dst_param;
1160 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1162 if (mask & WINED3DSPDM_SATURATE) {
1163 /* _SAT means to clamp the value of the register to between 0 and 1 */
1164 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1165 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1167 if (mask & WINED3DSPDM_MSAMPCENTROID) {
1168 FIXME("_centroid modifier not handled\n");
1170 if (mask & WINED3DSPDM_PARTIALPRECISION) {
1171 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1176 static inline const char* shader_get_comp_op(
1177 const DWORD opcode) {
1179 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1180 switch (op) {
1181 case COMPARISON_GT: return ">";
1182 case COMPARISON_EQ: return "==";
1183 case COMPARISON_GE: return ">=";
1184 case COMPARISON_LT: return "<";
1185 case COMPARISON_NE: return "!=";
1186 case COMPARISON_LE: return "<=";
1187 default:
1188 FIXME("Unrecognized comparison value: %u\n", op);
1189 return "(\?\?)";
1193 static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, glsl_sample_function_t *sample_function) {
1194 /* Note that there's no such thing as a projected cube texture. */
1195 switch(sampler_type) {
1196 case WINED3DSTT_1D:
1197 sample_function->name = projected ? "texture1DProj" : "texture1D";
1198 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1199 break;
1200 case WINED3DSTT_2D:
1201 if(texrect) {
1202 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1203 } else {
1204 sample_function->name = projected ? "texture2DProj" : "texture2D";
1206 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1207 break;
1208 case WINED3DSTT_CUBE:
1209 sample_function->name = "textureCube";
1210 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1211 break;
1212 case WINED3DSTT_VOLUME:
1213 sample_function->name = projected ? "texture3DProj" : "texture3D";
1214 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1215 break;
1216 default:
1217 sample_function->name = "";
1218 sample_function->coord_mask = 0;
1219 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1220 break;
1224 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1225 BOOL sign_fixup, enum fixup_channel_source channel_source)
1227 switch(channel_source)
1229 case CHANNEL_SOURCE_ZERO:
1230 strcat(arguments, "0.0");
1231 break;
1233 case CHANNEL_SOURCE_ONE:
1234 strcat(arguments, "1.0");
1235 break;
1237 case CHANNEL_SOURCE_X:
1238 strcat(arguments, reg_name);
1239 strcat(arguments, ".x");
1240 break;
1242 case CHANNEL_SOURCE_Y:
1243 strcat(arguments, reg_name);
1244 strcat(arguments, ".y");
1245 break;
1247 case CHANNEL_SOURCE_Z:
1248 strcat(arguments, reg_name);
1249 strcat(arguments, ".z");
1250 break;
1252 case CHANNEL_SOURCE_W:
1253 strcat(arguments, reg_name);
1254 strcat(arguments, ".w");
1255 break;
1257 default:
1258 FIXME("Unhandled channel source %#x\n", channel_source);
1259 strcat(arguments, "undefined");
1260 break;
1263 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1266 static void shader_glsl_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup)
1268 unsigned int mask_size, remaining;
1269 glsl_dst_param_t dst_param;
1270 char arguments[256];
1271 DWORD mask;
1272 BOOL dummy;
1274 mask = 0;
1275 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1276 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1277 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1278 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1279 mask &= arg->dst;
1281 if (!mask) return; /* Nothing to do */
1283 if (is_yuv_fixup(fixup))
1285 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1286 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1287 return;
1290 mask_size = shader_glsl_get_write_mask_size(mask);
1292 dst_param.mask_str[0] = '\0';
1293 shader_glsl_get_write_mask(mask, dst_param.mask_str);
1295 dst_param.reg_name[0] = '\0';
1296 shader_glsl_get_register_name(arg->dst, arg->dst_addr, dst_param.reg_name, &dummy, arg);
1298 arguments[0] = '\0';
1299 remaining = mask_size;
1300 if (mask & WINED3DSP_WRITEMASK_0)
1302 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1303 if (--remaining) strcat(arguments, ", ");
1305 if (mask & WINED3DSP_WRITEMASK_1)
1307 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1308 if (--remaining) strcat(arguments, ", ");
1310 if (mask & WINED3DSP_WRITEMASK_2)
1312 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1313 if (--remaining) strcat(arguments, ", ");
1315 if (mask & WINED3DSP_WRITEMASK_3)
1317 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1318 if (--remaining) strcat(arguments, ", ");
1321 if (mask_size > 1)
1323 shader_addline(arg->buffer, "%s%s = vec%u(%s);\n",
1324 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1326 else
1328 shader_addline(arg->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1332 /*****************************************************************************
1334 * Begin processing individual instruction opcodes
1336 ****************************************************************************/
1338 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1339 static void shader_glsl_arith(const SHADER_OPCODE_ARG *arg)
1341 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1342 SHADER_BUFFER* buffer = arg->buffer;
1343 glsl_src_param_t src0_param;
1344 glsl_src_param_t src1_param;
1345 DWORD write_mask;
1346 char op;
1348 /* Determine the GLSL operator to use based on the opcode */
1349 switch (curOpcode->opcode) {
1350 case WINED3DSIO_MUL: op = '*'; break;
1351 case WINED3DSIO_ADD: op = '+'; break;
1352 case WINED3DSIO_SUB: op = '-'; break;
1353 default:
1354 op = ' ';
1355 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1356 break;
1359 write_mask = shader_glsl_append_dst(buffer, arg);
1360 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1361 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1362 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1365 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1366 static void shader_glsl_mov(const SHADER_OPCODE_ARG *arg)
1368 SHADER_BUFFER* buffer = arg->buffer;
1369 glsl_src_param_t src0_param;
1370 DWORD write_mask;
1372 write_mask = shader_glsl_append_dst(buffer, arg);
1373 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1375 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1376 * shader versions WINED3DSIO_MOVA is used for this. */
1377 if ((WINED3DSHADER_VERSION_MAJOR(arg->reg_maps->shader_version) == 1
1378 && !shader_is_pshader_version(arg->reg_maps->shader_version)
1379 && shader_get_regtype(arg->dst) == WINED3DSPR_ADDR))
1381 /* This is a simple floor() */
1382 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1383 if (mask_size > 1) {
1384 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1385 } else {
1386 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1388 } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
1389 /* We need to *round* to the nearest int here. */
1390 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1391 if (mask_size > 1) {
1392 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);
1393 } else {
1394 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1396 } else {
1397 shader_addline(buffer, "%s);\n", src0_param.param_str);
1401 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1402 static void shader_glsl_dot(const SHADER_OPCODE_ARG *arg)
1404 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1405 SHADER_BUFFER* buffer = arg->buffer;
1406 glsl_src_param_t src0_param;
1407 glsl_src_param_t src1_param;
1408 DWORD dst_write_mask, src_write_mask;
1409 unsigned int dst_size = 0;
1411 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1412 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1414 /* dp3 works on vec3, dp4 on vec4 */
1415 if (curOpcode->opcode == WINED3DSIO_DP4) {
1416 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1417 } else {
1418 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1421 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
1422 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
1424 if (dst_size > 1) {
1425 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1426 } else {
1427 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1431 /* Note that this instruction has some restrictions. The destination write mask
1432 * can't contain the w component, and the source swizzles have to be .xyzw */
1433 static void shader_glsl_cross(const SHADER_OPCODE_ARG *arg)
1435 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1436 glsl_src_param_t src0_param;
1437 glsl_src_param_t src1_param;
1438 char dst_mask[6];
1440 shader_glsl_get_write_mask(arg->dst, dst_mask);
1441 shader_glsl_append_dst(arg->buffer, arg);
1442 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1443 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1444 shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1447 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1448 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1449 * GLSL uses the value as-is. */
1450 static void shader_glsl_pow(const SHADER_OPCODE_ARG *arg)
1452 SHADER_BUFFER *buffer = arg->buffer;
1453 glsl_src_param_t src0_param;
1454 glsl_src_param_t src1_param;
1455 DWORD dst_write_mask;
1456 unsigned int dst_size;
1458 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1459 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1461 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1462 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1464 if (dst_size > 1) {
1465 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1466 } else {
1467 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1471 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1472 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1473 * GLSL uses the value as-is. */
1474 static void shader_glsl_log(const SHADER_OPCODE_ARG *arg)
1476 SHADER_BUFFER *buffer = arg->buffer;
1477 glsl_src_param_t src0_param;
1478 DWORD dst_write_mask;
1479 unsigned int dst_size;
1481 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1482 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1484 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1486 if (dst_size > 1) {
1487 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1488 } else {
1489 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1493 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1494 static void shader_glsl_map2gl(const SHADER_OPCODE_ARG *arg)
1496 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1497 SHADER_BUFFER* buffer = arg->buffer;
1498 glsl_src_param_t src_param;
1499 const char *instruction;
1500 char arguments[256];
1501 DWORD write_mask;
1502 unsigned i;
1504 /* Determine the GLSL function to use based on the opcode */
1505 /* TODO: Possibly make this a table for faster lookups */
1506 switch (curOpcode->opcode) {
1507 case WINED3DSIO_MIN: instruction = "min"; break;
1508 case WINED3DSIO_MAX: instruction = "max"; break;
1509 case WINED3DSIO_ABS: instruction = "abs"; break;
1510 case WINED3DSIO_FRC: instruction = "fract"; break;
1511 case WINED3DSIO_NRM: instruction = "normalize"; break;
1512 case WINED3DSIO_EXP: instruction = "exp2"; break;
1513 case WINED3DSIO_SGN: instruction = "sign"; break;
1514 case WINED3DSIO_DSX: instruction = "dFdx"; break;
1515 case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
1516 default: instruction = "";
1517 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1518 break;
1521 write_mask = shader_glsl_append_dst(buffer, arg);
1523 arguments[0] = '\0';
1524 if (curOpcode->num_params > 0) {
1525 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
1526 strcat(arguments, src_param.param_str);
1527 for (i = 2; i < curOpcode->num_params; ++i) {
1528 strcat(arguments, ", ");
1529 shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
1530 strcat(arguments, src_param.param_str);
1534 shader_addline(buffer, "%s(%s));\n", instruction, arguments);
1537 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1538 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1539 * dst.x = 2^(floor(src))
1540 * dst.y = src - floor(src)
1541 * dst.z = 2^src (partial precision is allowed, but optional)
1542 * dst.w = 1.0;
1543 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1544 * dst = 2^src; (partial precision is allowed, but optional)
1546 static void shader_glsl_expp(const SHADER_OPCODE_ARG *arg)
1548 glsl_src_param_t src_param;
1550 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1552 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(2,0))
1554 char dst_mask[6];
1556 shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1557 shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1558 shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1559 shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
1561 shader_glsl_append_dst(arg->buffer, arg);
1562 shader_glsl_get_write_mask(arg->dst, dst_mask);
1563 shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
1564 } else {
1565 DWORD write_mask;
1566 unsigned int mask_size;
1568 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1569 mask_size = shader_glsl_get_write_mask_size(write_mask);
1571 if (mask_size > 1) {
1572 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1573 } else {
1574 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1579 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1580 static void shader_glsl_rcp(const SHADER_OPCODE_ARG *arg)
1582 glsl_src_param_t src_param;
1583 DWORD write_mask;
1584 unsigned int mask_size;
1586 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1587 mask_size = shader_glsl_get_write_mask_size(write_mask);
1588 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1590 if (mask_size > 1) {
1591 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1592 } else {
1593 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1597 static void shader_glsl_rsq(const SHADER_OPCODE_ARG *arg)
1599 SHADER_BUFFER* buffer = arg->buffer;
1600 glsl_src_param_t src_param;
1601 DWORD write_mask;
1602 unsigned int mask_size;
1604 write_mask = shader_glsl_append_dst(buffer, arg);
1605 mask_size = shader_glsl_get_write_mask_size(write_mask);
1607 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1609 if (mask_size > 1) {
1610 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1611 } else {
1612 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1616 /** Process signed comparison opcodes in GLSL. */
1617 static void shader_glsl_compare(const SHADER_OPCODE_ARG *arg)
1619 glsl_src_param_t src0_param;
1620 glsl_src_param_t src1_param;
1621 DWORD write_mask;
1622 unsigned int mask_size;
1624 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1625 mask_size = shader_glsl_get_write_mask_size(write_mask);
1626 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1627 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1629 if (mask_size > 1) {
1630 const char *compare;
1632 switch(arg->opcode->opcode) {
1633 case WINED3DSIO_SLT: compare = "lessThan"; break;
1634 case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
1635 default: compare = "";
1636 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1639 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1640 src0_param.param_str, src1_param.param_str);
1641 } else {
1642 switch(arg->opcode->opcode) {
1643 case WINED3DSIO_SLT:
1644 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1645 * to return 0.0 but step returns 1.0 because step is not < x
1646 * An alternative is a bvec compare padded with an unused second component.
1647 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1648 * issue. Playing with not() is not possible either because not() does not accept
1649 * a scalar.
1651 shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
1652 break;
1653 case WINED3DSIO_SGE:
1654 /* Here we can use the step() function and safe a conditional */
1655 shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1656 break;
1657 default:
1658 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1664 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1665 static void shader_glsl_cmp(const SHADER_OPCODE_ARG *arg)
1667 glsl_src_param_t src0_param;
1668 glsl_src_param_t src1_param;
1669 glsl_src_param_t src2_param;
1670 DWORD write_mask, cmp_channel = 0;
1671 unsigned int i, j;
1672 char mask_char[6];
1673 BOOL temp_destination = FALSE;
1675 if(shader_is_scalar(arg->src[0])) {
1676 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1678 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1679 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1680 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1682 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1683 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1684 } else {
1685 DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
1686 DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1687 DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
1688 DWORD src0regtype = shader_get_regtype(arg->src[0]);
1689 DWORD src1regtype = shader_get_regtype(arg->src[1]);
1690 DWORD src2regtype = shader_get_regtype(arg->src[2]);
1691 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1692 DWORD dstregtype = shader_get_regtype(arg->dst);
1694 /* Cycle through all source0 channels */
1695 for (i=0; i<4; i++) {
1696 write_mask = 0;
1697 /* Find the destination channels which use the current source0 channel */
1698 for (j=0; j<4; j++) {
1699 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1700 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1701 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1705 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1706 * The first lines may overwrite source parameters of the following lines.
1707 * Deal with that by using a temporary destination register if needed
1709 if((src0reg == dstreg && src0regtype == dstregtype) ||
1710 (src1reg == dstreg && src1regtype == dstregtype) ||
1711 (src2reg == dstreg && src2regtype == dstregtype)) {
1713 write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
1714 if (!write_mask) continue;
1715 shader_addline(arg->buffer, "tmp0%s = (", mask_char);
1716 temp_destination = TRUE;
1717 } else {
1718 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1719 if (!write_mask) continue;
1722 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1723 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1724 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1726 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1727 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1730 if(temp_destination) {
1731 shader_glsl_get_write_mask(arg->dst, mask_char);
1732 shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
1733 shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
1739 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1740 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1741 * the compare is done per component of src0. */
1742 static void shader_glsl_cnd(const SHADER_OPCODE_ARG *arg)
1744 glsl_src_param_t src0_param;
1745 glsl_src_param_t src1_param;
1746 glsl_src_param_t src2_param;
1747 DWORD write_mask, cmp_channel = 0;
1748 unsigned int i, j;
1750 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(1, 4))
1752 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1753 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1754 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1755 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1757 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1758 if(arg->opcode_token & WINED3DSI_COISSUE) {
1759 shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
1760 } else {
1761 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1762 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1764 return;
1766 /* Cycle through all source0 channels */
1767 for (i=0; i<4; i++) {
1768 write_mask = 0;
1769 /* Find the destination channels which use the current source0 channel */
1770 for (j=0; j<4; j++) {
1771 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1772 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1773 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1776 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1777 if (!write_mask) continue;
1779 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1780 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1781 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1783 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1784 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1788 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1789 static void shader_glsl_mad(const SHADER_OPCODE_ARG *arg)
1791 glsl_src_param_t src0_param;
1792 glsl_src_param_t src1_param;
1793 glsl_src_param_t src2_param;
1794 DWORD write_mask;
1796 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1797 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1798 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1799 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1800 shader_addline(arg->buffer, "(%s * %s) + %s);\n",
1801 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1804 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1805 Vertex shaders to GLSL codes */
1806 static void shader_glsl_mnxn(const SHADER_OPCODE_ARG *arg)
1808 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1809 const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins;
1810 DWORD shader_version = arg->reg_maps->shader_version;
1811 int i;
1812 int nComponents = 0;
1813 SHADER_OPCODE_ARG tmpArg;
1815 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1817 /* Set constants for the temporary argument */
1818 tmpArg.shader = arg->shader;
1819 tmpArg.buffer = arg->buffer;
1820 tmpArg.src[0] = arg->src[0];
1821 tmpArg.src_addr[0] = arg->src_addr[0];
1822 tmpArg.src_addr[1] = arg->src_addr[1];
1823 tmpArg.reg_maps = arg->reg_maps;
1825 switch(arg->opcode->opcode) {
1826 case WINED3DSIO_M4x4:
1827 nComponents = 4;
1828 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1829 break;
1830 case WINED3DSIO_M4x3:
1831 nComponents = 3;
1832 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1833 break;
1834 case WINED3DSIO_M3x4:
1835 nComponents = 4;
1836 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1837 break;
1838 case WINED3DSIO_M3x3:
1839 nComponents = 3;
1840 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1841 break;
1842 case WINED3DSIO_M3x2:
1843 nComponents = 2;
1844 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1845 break;
1846 default:
1847 break;
1850 for (i = 0; i < nComponents; i++) {
1851 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1852 tmpArg.src[1] = arg->src[1]+i;
1853 shader_glsl_dot(&tmpArg);
1858 The LRP instruction performs a component-wise linear interpolation
1859 between the second and third operands using the first operand as the
1860 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1861 This is equivalent to mix(src2, src1, src0);
1863 static void shader_glsl_lrp(const SHADER_OPCODE_ARG *arg)
1865 glsl_src_param_t src0_param;
1866 glsl_src_param_t src1_param;
1867 glsl_src_param_t src2_param;
1868 DWORD write_mask;
1870 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1872 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1873 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1874 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1876 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
1877 src2_param.param_str, src1_param.param_str, src0_param.param_str);
1880 /** Process the WINED3DSIO_LIT instruction in GLSL:
1881 * dst.x = dst.w = 1.0
1882 * dst.y = (src0.x > 0) ? src0.x
1883 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1884 * where src.w is clamped at +- 128
1886 static void shader_glsl_lit(const SHADER_OPCODE_ARG *arg)
1888 glsl_src_param_t src0_param;
1889 glsl_src_param_t src1_param;
1890 glsl_src_param_t src3_param;
1891 char dst_mask[6];
1893 shader_glsl_append_dst(arg->buffer, arg);
1894 shader_glsl_get_write_mask(arg->dst, dst_mask);
1896 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1897 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
1898 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
1900 /* The sdk specifies the instruction like this
1901 * dst.x = 1.0;
1902 * if(src.x > 0.0) dst.y = src.x
1903 * else dst.y = 0.0.
1904 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
1905 * else dst.z = 0.0;
1906 * dst.w = 1.0;
1908 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
1909 * dst.x = 1.0 ... No further explanation needed
1910 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
1911 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
1912 * dst.w = 1.0. ... Nothing fancy.
1914 * So we still have one conditional in there. So do this:
1915 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
1917 * 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),
1918 * 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.
1919 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
1921 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",
1922 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
1925 /** Process the WINED3DSIO_DST instruction in GLSL:
1926 * dst.x = 1.0
1927 * dst.y = src0.x * src0.y
1928 * dst.z = src0.z
1929 * dst.w = src1.w
1931 static void shader_glsl_dst(const SHADER_OPCODE_ARG *arg)
1933 glsl_src_param_t src0y_param;
1934 glsl_src_param_t src0z_param;
1935 glsl_src_param_t src1y_param;
1936 glsl_src_param_t src1w_param;
1937 char dst_mask[6];
1939 shader_glsl_append_dst(arg->buffer, arg);
1940 shader_glsl_get_write_mask(arg->dst, dst_mask);
1942 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
1943 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
1944 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
1945 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
1947 shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1948 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
1951 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1952 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1953 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1955 * dst.x = cos(src0.?)
1956 * dst.y = sin(src0.?)
1957 * dst.z = dst.z
1958 * dst.w = dst.w
1960 static void shader_glsl_sincos(const SHADER_OPCODE_ARG *arg)
1962 glsl_src_param_t src0_param;
1963 DWORD write_mask;
1965 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1966 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1968 switch (write_mask) {
1969 case WINED3DSP_WRITEMASK_0:
1970 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
1971 break;
1973 case WINED3DSP_WRITEMASK_1:
1974 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
1975 break;
1977 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
1978 shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
1979 break;
1981 default:
1982 ERR("Write mask should be .x, .y or .xy\n");
1983 break;
1987 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1988 * Start a for() loop where src1.y is the initial value of aL,
1989 * increment aL by src1.z for a total of src1.x iterations.
1990 * Need to use a temporary variable for this operation.
1992 /* FIXME: I don't think nested loops will work correctly this way. */
1993 static void shader_glsl_loop(const SHADER_OPCODE_ARG *arg)
1995 glsl_src_param_t src1_param;
1996 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1997 DWORD regtype = shader_get_regtype(arg->src[1]);
1998 DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1999 const DWORD *control_values = NULL;
2000 const local_constant *constant;
2002 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2004 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2005 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2006 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2007 * addressing.
2009 if(regtype == WINED3DSPR_CONSTINT) {
2010 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2011 if(constant->idx == reg) {
2012 control_values = constant->value;
2013 break;
2018 if(control_values) {
2019 if(control_values[2] > 0) {
2020 shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2021 shader->baseShader.cur_loop_depth, control_values[1],
2022 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2023 shader->baseShader.cur_loop_depth, control_values[2]);
2024 } else if(control_values[2] == 0) {
2025 shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2026 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2027 shader->baseShader.cur_loop_depth, control_values[0],
2028 shader->baseShader.cur_loop_depth);
2029 } else {
2030 shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2031 shader->baseShader.cur_loop_depth, control_values[1],
2032 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2033 shader->baseShader.cur_loop_depth, control_values[2]);
2035 } else {
2036 shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2037 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2038 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2039 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2042 shader->baseShader.cur_loop_depth++;
2043 shader->baseShader.cur_loop_regno++;
2046 static void shader_glsl_end(const SHADER_OPCODE_ARG *arg)
2048 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2050 shader_addline(arg->buffer, "}\n");
2052 if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
2053 shader->baseShader.cur_loop_depth--;
2054 shader->baseShader.cur_loop_regno--;
2056 if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
2057 shader->baseShader.cur_loop_depth--;
2061 static void shader_glsl_rep(const SHADER_OPCODE_ARG *arg)
2063 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2064 glsl_src_param_t src0_param;
2066 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2067 shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2068 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2069 src0_param.param_str, shader->baseShader.cur_loop_depth);
2070 shader->baseShader.cur_loop_depth++;
2073 static void shader_glsl_if(const SHADER_OPCODE_ARG *arg)
2075 glsl_src_param_t src0_param;
2077 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2078 shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
2081 static void shader_glsl_ifc(const SHADER_OPCODE_ARG *arg)
2083 glsl_src_param_t src0_param;
2084 glsl_src_param_t src1_param;
2086 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2087 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2089 shader_addline(arg->buffer, "if (%s %s %s) {\n",
2090 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2093 static void shader_glsl_else(const SHADER_OPCODE_ARG *arg)
2095 shader_addline(arg->buffer, "} else {\n");
2098 static void shader_glsl_break(const SHADER_OPCODE_ARG *arg)
2100 shader_addline(arg->buffer, "break;\n");
2103 /* FIXME: According to MSDN the compare is done per component. */
2104 static void shader_glsl_breakc(const SHADER_OPCODE_ARG *arg)
2106 glsl_src_param_t src0_param;
2107 glsl_src_param_t src1_param;
2109 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2110 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2112 shader_addline(arg->buffer, "if (%s %s %s) break;\n",
2113 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2116 static void shader_glsl_label(const SHADER_OPCODE_ARG *arg)
2119 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2120 shader_addline(arg->buffer, "}\n");
2121 shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
2124 static void shader_glsl_call(const SHADER_OPCODE_ARG *arg)
2126 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2127 shader_addline(arg->buffer, "subroutine%u();\n", snum);
2130 static void shader_glsl_callnz(const SHADER_OPCODE_ARG *arg)
2132 glsl_src_param_t src1_param;
2134 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2135 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2136 shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
2139 /*********************************************
2140 * Pixel Shader Specific Code begins here
2141 ********************************************/
2142 static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
2144 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2145 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2146 DWORD shader_version = arg->reg_maps->shader_version;
2147 char dst_swizzle[6];
2148 glsl_sample_function_t sample_function;
2149 DWORD sampler_type;
2150 DWORD sampler_idx;
2151 BOOL projected, texrect = FALSE;
2152 DWORD mask = 0;
2154 /* All versions have a destination register */
2155 shader_glsl_append_dst(arg->buffer, arg);
2157 /* 1.0-1.4: Use destination register as sampler source.
2158 * 2.0+: Use provided sampler source. */
2159 if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2160 else sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2161 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2163 if (shader_version < WINED3DPS_VERSION(1,4))
2165 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2167 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2168 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2169 projected = TRUE;
2170 switch (flags & ~WINED3DTTFF_PROJECTED) {
2171 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2172 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2173 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2174 case WINED3DTTFF_COUNT4:
2175 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2177 } else {
2178 projected = FALSE;
2181 else if (shader_version < WINED3DPS_VERSION(2,0))
2183 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2185 if (src_mod == WINED3DSPSM_DZ) {
2186 projected = TRUE;
2187 mask = WINED3DSP_WRITEMASK_2;
2188 } else if (src_mod == WINED3DSPSM_DW) {
2189 projected = TRUE;
2190 mask = WINED3DSP_WRITEMASK_3;
2191 } else {
2192 projected = FALSE;
2194 } else {
2195 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
2196 /* ps 2.0 texldp instruction always divides by the fourth component. */
2197 projected = TRUE;
2198 mask = WINED3DSP_WRITEMASK_3;
2199 } else {
2200 projected = FALSE;
2204 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2205 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2206 texrect = TRUE;
2209 shader_glsl_get_sample_function(sampler_type, projected, texrect, &sample_function);
2210 mask |= sample_function.coord_mask;
2212 if (shader_version < WINED3DPS_VERSION(2,0)) shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2213 else shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2215 /* 1.0-1.3: Use destination register as coordinate source.
2216 1.4+: Use provided coordinate source register. */
2217 if (shader_version < WINED3DPS_VERSION(1,4))
2219 char coord_mask[6];
2220 shader_glsl_get_write_mask(mask, coord_mask);
2221 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
2222 sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
2223 } else {
2224 glsl_src_param_t coord_param;
2225 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
2226 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
2227 glsl_src_param_t bias;
2228 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
2230 shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n",
2231 sample_function.name, sampler_idx, coord_param.param_str,
2232 bias.param_str, dst_swizzle);
2233 } else {
2234 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
2235 sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
2240 static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
2242 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
2243 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2244 glsl_sample_function_t sample_function;
2245 glsl_src_param_t coord_param, lod_param;
2246 char dst_swizzle[6];
2247 DWORD sampler_type;
2248 DWORD sampler_idx;
2249 BOOL texrect = FALSE;
2251 shader_glsl_append_dst(arg->buffer, arg);
2252 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2254 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2255 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2256 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2257 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2258 texrect = TRUE;
2260 shader_glsl_get_sample_function(sampler_type, FALSE, texrect, &sample_function); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param);
2262 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
2264 if (shader_is_pshader_version(arg->reg_maps->shader_version))
2266 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2267 * However, they seem to work just fine in fragment shaders as well. */
2268 WARN("Using %sLod in fragment shader.\n", sample_function.name);
2269 shader_addline(arg->buffer, "%sLod(Psampler%u, %s, %s)%s);\n",
2270 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2271 } else {
2272 shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n",
2273 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2277 static void pshader_glsl_texcoord(const SHADER_OPCODE_ARG *arg)
2279 /* FIXME: Make this work for more than just 2D textures */
2280 SHADER_BUFFER* buffer = arg->buffer;
2281 DWORD write_mask;
2282 char dst_mask[6];
2284 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2285 shader_glsl_get_write_mask(write_mask, dst_mask);
2287 if (arg->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
2289 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2290 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
2291 } else {
2292 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
2293 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2294 char dst_swizzle[6];
2296 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
2298 if (src_mod == WINED3DSPSM_DZ) {
2299 glsl_src_param_t div_param;
2300 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2301 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
2303 if (mask_size > 1) {
2304 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2305 } else {
2306 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2308 } else if (src_mod == WINED3DSPSM_DW) {
2309 glsl_src_param_t div_param;
2310 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2311 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
2313 if (mask_size > 1) {
2314 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2315 } else {
2316 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2318 } else {
2319 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2324 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2325 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2326 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2327 static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
2329 glsl_src_param_t src0_param;
2330 char dst_mask[6];
2331 glsl_sample_function_t sample_function;
2332 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2333 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2334 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2336 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2338 shader_glsl_append_dst(arg->buffer, arg);
2339 shader_glsl_get_write_mask(arg->dst, dst_mask);
2341 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2342 * scalar, and projected sampling would require 4.
2344 * It is a dependent read - not valid with conditional NP2 textures
2346 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2348 switch(count_bits(sample_function.coord_mask)) {
2349 case 1:
2350 shader_addline(arg->buffer, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2351 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2352 break;
2354 case 2:
2355 shader_addline(arg->buffer, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2356 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2357 break;
2359 case 3:
2360 shader_addline(arg->buffer, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2361 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2362 break;
2363 default:
2364 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
2368 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2369 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2370 static void pshader_glsl_texdp3(const SHADER_OPCODE_ARG *arg)
2372 glsl_src_param_t src0_param;
2373 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2374 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2375 DWORD dst_mask;
2376 unsigned int mask_size;
2378 dst_mask = shader_glsl_append_dst(arg->buffer, arg);
2379 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2380 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2382 if (mask_size > 1) {
2383 shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2384 } else {
2385 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2389 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2390 * Calculate the depth as dst.x / dst.y */
2391 static void pshader_glsl_texdepth(const SHADER_OPCODE_ARG *arg)
2393 glsl_dst_param_t dst_param;
2395 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2397 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2398 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2399 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2400 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2401 * >= 1.0 or < 0.0
2403 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);
2406 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2407 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2408 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2409 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2411 static void pshader_glsl_texm3x2depth(const SHADER_OPCODE_ARG *arg)
2413 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2414 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2415 glsl_src_param_t src0_param;
2417 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2419 shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2420 shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2423 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2424 * Calculate the 1st of a 2-row matrix multiplication. */
2425 static void pshader_glsl_texm3x2pad(const SHADER_OPCODE_ARG *arg)
2427 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2428 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2429 SHADER_BUFFER* buffer = arg->buffer;
2430 glsl_src_param_t src0_param;
2432 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2433 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2436 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2437 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2438 static void pshader_glsl_texm3x3pad(const SHADER_OPCODE_ARG* arg)
2440 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2441 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2442 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2443 SHADER_BUFFER* buffer = arg->buffer;
2444 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2445 glsl_src_param_t src0_param;
2447 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2448 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2449 current_state->texcoord_w[current_state->current_row++] = reg;
2452 static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG *arg)
2454 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2455 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2456 SHADER_BUFFER* buffer = arg->buffer;
2457 glsl_src_param_t src0_param;
2458 char dst_mask[6];
2460 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2461 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2463 shader_glsl_append_dst(buffer, arg);
2464 shader_glsl_get_write_mask(arg->dst, dst_mask);
2466 /* Sample the texture using the calculated coordinates */
2467 shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask);
2470 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2471 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2472 static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg)
2474 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2475 glsl_src_param_t src0_param;
2476 char dst_mask[6];
2477 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2478 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2479 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2480 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2481 glsl_sample_function_t sample_function;
2483 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2484 shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2486 shader_glsl_append_dst(arg->buffer, arg);
2487 shader_glsl_get_write_mask(arg->dst, dst_mask);
2488 /* Dependent read, not valid with conditional NP2 */
2489 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2491 /* Sample the texture using the calculated coordinates */
2492 shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2494 current_state->current_row = 0;
2497 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2498 * Perform the 3rd row of a 3x3 matrix multiply */
2499 static void pshader_glsl_texm3x3(const SHADER_OPCODE_ARG *arg)
2501 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2502 glsl_src_param_t src0_param;
2503 char dst_mask[6];
2504 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2505 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2506 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2508 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2510 shader_glsl_append_dst(arg->buffer, arg);
2511 shader_glsl_get_write_mask(arg->dst, dst_mask);
2512 shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2514 current_state->current_row = 0;
2517 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2518 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2519 static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg)
2521 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2522 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2523 glsl_src_param_t src0_param;
2524 glsl_src_param_t src1_param;
2525 char dst_mask[6];
2526 SHADER_BUFFER* buffer = arg->buffer;
2527 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2528 DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2529 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2530 glsl_sample_function_t sample_function;
2532 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2533 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
2535 /* Perform the last matrix multiply operation */
2536 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2537 /* Reflection calculation */
2538 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2540 shader_glsl_append_dst(buffer, arg);
2541 shader_glsl_get_write_mask(arg->dst, dst_mask);
2542 /* Dependent read, not valid with conditional NP2 */
2543 shader_glsl_get_sample_function(stype, FALSE, FALSE, &sample_function);
2545 /* Sample the texture */
2546 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2548 current_state->current_row = 0;
2551 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2552 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2553 static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
2555 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2556 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2557 SHADER_BUFFER* buffer = arg->buffer;
2558 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2559 glsl_src_param_t src0_param;
2560 char dst_mask[6];
2561 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2562 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2563 glsl_sample_function_t sample_function;
2565 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2567 /* Perform the last matrix multiply operation */
2568 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2570 /* Construct the eye-ray vector from w coordinates */
2571 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2572 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2573 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2575 shader_glsl_append_dst(buffer, arg);
2576 shader_glsl_get_write_mask(arg->dst, dst_mask);
2577 /* Dependent read, not valid with conditional NP2 */
2578 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2580 /* Sample the texture using the calculated coordinates */
2581 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2583 current_state->current_row = 0;
2586 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2587 * Apply a fake bump map transform.
2588 * texbem is pshader <= 1.3 only, this saves a few version checks
2590 static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg)
2592 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2593 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2594 char dst_swizzle[6];
2595 glsl_sample_function_t sample_function;
2596 glsl_src_param_t coord_param;
2597 DWORD sampler_type;
2598 DWORD sampler_idx;
2599 DWORD mask;
2600 DWORD flags;
2601 char coord_mask[6];
2603 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2604 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2606 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2607 /* Dependent read, not valid with conditional NP2 */
2608 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2609 mask = sample_function.coord_mask;
2611 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2613 shader_glsl_get_write_mask(mask, coord_mask);
2615 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2616 * so we can't let the GL handle this.
2618 if (flags & WINED3DTTFF_PROJECTED) {
2619 DWORD div_mask=0;
2620 char coord_div_mask[3];
2621 switch (flags & ~WINED3DTTFF_PROJECTED) {
2622 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2623 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2624 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2625 case WINED3DTTFF_COUNT4:
2626 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2628 shader_glsl_get_write_mask(div_mask, coord_div_mask);
2629 shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2632 shader_glsl_append_dst(arg->buffer, arg);
2633 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
2634 if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
2635 glsl_src_param_t luminance_param;
2636 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2637 shader_addline(arg->buffer, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )*(%s * luminancescale%d + luminanceoffset%d))%s);\n",
2638 sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask,
2639 luminance_param.param_str, sampler_idx, sampler_idx, dst_swizzle);
2640 } else {
2641 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )%s);\n",
2642 sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask, dst_swizzle);
2646 static void pshader_glsl_bem(const SHADER_OPCODE_ARG *arg)
2648 glsl_src_param_t src0_param, src1_param;
2649 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2651 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
2652 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
2654 shader_glsl_append_dst(arg->buffer, arg);
2655 shader_addline(arg->buffer, "%s + bumpenvmat%d * %s);\n",
2656 src0_param.param_str, sampler_idx, src1_param.param_str);
2659 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2660 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2661 static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG *arg)
2663 glsl_src_param_t src0_param;
2664 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2665 char dst_mask[6];
2667 shader_glsl_append_dst(arg->buffer, arg);
2668 shader_glsl_get_write_mask(arg->dst, dst_mask);
2669 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2671 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2674 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2675 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2676 static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG *arg)
2678 glsl_src_param_t src0_param;
2679 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2680 char dst_mask[6];
2682 shader_glsl_append_dst(arg->buffer, arg);
2683 shader_glsl_get_write_mask(arg->dst, dst_mask);
2684 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2686 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2689 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2690 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2691 static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg)
2693 glsl_src_param_t src0_param;
2694 char dst_mask[6];
2695 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2696 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2697 glsl_sample_function_t sample_function;
2699 shader_glsl_append_dst(arg->buffer, arg);
2700 shader_glsl_get_write_mask(arg->dst, dst_mask);
2701 /* Dependent read, not valid with conditional NP2 */
2702 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2703 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
2705 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);
2708 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2709 * If any of the first 3 components are < 0, discard this pixel */
2710 static void pshader_glsl_texkill(const SHADER_OPCODE_ARG *arg)
2712 glsl_dst_param_t dst_param;
2714 /* The argument is a destination parameter, and no writemasks are allowed */
2715 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2716 if ((arg->reg_maps->shader_version >= WINED3DPS_VERSION(2,0)))
2718 /* 2.0 shaders compare all 4 components in texkill */
2719 shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2720 } else {
2721 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2722 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2723 * 4 components are defined, only the first 3 are used
2725 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2729 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2730 * dst = dot2(src0, src1) + src2 */
2731 static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG *arg)
2733 glsl_src_param_t src0_param;
2734 glsl_src_param_t src1_param;
2735 glsl_src_param_t src2_param;
2736 DWORD write_mask;
2737 unsigned int mask_size;
2739 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2740 mask_size = shader_glsl_get_write_mask_size(write_mask);
2742 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2743 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2744 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
2746 if (mask_size > 1) {
2747 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);
2748 } else {
2749 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
2753 static void pshader_glsl_input_pack(SHADER_BUFFER* buffer, const struct semantic* semantics_in,
2754 IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
2756 unsigned int i;
2757 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2759 for (i = 0; i < MAX_REG_INPUT; i++) {
2761 DWORD usage_token = semantics_in[i].usage;
2762 DWORD register_token = semantics_in[i].reg;
2763 DWORD usage, usage_idx;
2764 char reg_mask[6];
2766 /* Uninitialized */
2767 if (!usage_token) continue;
2768 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2769 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2770 shader_glsl_get_write_mask(register_token, reg_mask);
2772 switch(usage) {
2774 case WINED3DDECLUSAGE_TEXCOORD:
2775 if(usage_idx < 8 && vertexprocessing == pretransformed) {
2776 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2777 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
2778 } else {
2779 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2780 This->input_reg_map[i], reg_mask, reg_mask);
2782 break;
2784 case WINED3DDECLUSAGE_COLOR:
2785 if (usage_idx == 0)
2786 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
2787 This->input_reg_map[i], reg_mask, reg_mask);
2788 else if (usage_idx == 1)
2789 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2790 This->input_reg_map[i], reg_mask, reg_mask);
2791 else
2792 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2793 This->input_reg_map[i], reg_mask, reg_mask);
2794 break;
2796 default:
2797 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2798 This->input_reg_map[i], reg_mask, reg_mask);
2803 /*********************************************
2804 * Vertex Shader Specific Code begins here
2805 ********************************************/
2807 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
2808 glsl_program_key_t *key;
2810 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2811 key->vshader = entry->vshader;
2812 key->pshader = entry->pshader;
2813 key->ps_args = entry->ps_args;
2815 hash_table_put(priv->glsl_program_lookup, key, entry);
2818 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
2819 GLhandleARB vshader, IWineD3DPixelShader *pshader, struct ps_compile_args *ps_args) {
2820 glsl_program_key_t key;
2822 key.vshader = vshader;
2823 key.pshader = pshader;
2824 key.ps_args = *ps_args;
2826 return (struct glsl_shader_prog_link *)hash_table_get(priv->glsl_program_lookup, &key);
2829 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
2830 struct glsl_shader_prog_link *entry)
2832 glsl_program_key_t *key;
2834 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2835 key->vshader = entry->vshader;
2836 key->pshader = entry->pshader;
2837 key->ps_args = entry->ps_args;
2838 hash_table_remove(priv->glsl_program_lookup, key);
2840 GL_EXTCALL(glDeleteObjectARB(entry->programId));
2841 if (entry->vshader) list_remove(&entry->vshader_entry);
2842 if (entry->pshader) list_remove(&entry->pshader_entry);
2843 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
2844 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
2845 HeapFree(GetProcessHeap(), 0, entry);
2848 static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *semantics_in,
2849 const struct semantic *semantics_out, const WineD3D_GL_Info *gl_info, const DWORD *map)
2851 unsigned int i, j;
2852 DWORD usage_token, usage_token_out;
2853 DWORD register_token, register_token_out;
2854 DWORD usage, usage_idx, usage_out, usage_idx_out;
2855 DWORD *set;
2856 DWORD in_idx;
2857 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
2858 char reg_mask[6], reg_mask_out[6];
2859 char destination[50];
2861 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
2863 if (!semantics_out) {
2864 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
2865 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
2866 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
2869 for(i = 0; i < MAX_REG_INPUT; i++) {
2870 usage_token = semantics_in[i].usage;
2871 if (!usage_token) continue;
2873 in_idx = map[i];
2874 if (in_idx >= (in_count + 2)) {
2875 FIXME("More input varyings declared than supported, expect issues\n");
2876 continue;
2877 } else if(map[i] == -1) {
2878 /* Declared, but not read register */
2879 continue;
2882 if (in_idx == in_count) {
2883 sprintf(destination, "gl_FrontColor");
2884 } else if (in_idx == in_count + 1) {
2885 sprintf(destination, "gl_FrontSecondaryColor");
2886 } else {
2887 sprintf(destination, "IN[%u]", in_idx);
2890 register_token = semantics_in[i].reg;
2892 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2893 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2894 set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
2896 if(!semantics_out) {
2897 switch(usage) {
2898 case WINED3DDECLUSAGE_COLOR:
2899 if (usage_idx == 0)
2900 shader_addline(buffer, "%s%s = front_color%s;\n",
2901 destination, reg_mask, reg_mask);
2902 else if (usage_idx == 1)
2903 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
2904 destination, reg_mask, reg_mask);
2905 else
2906 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2907 destination, reg_mask, reg_mask);
2908 break;
2910 case WINED3DDECLUSAGE_TEXCOORD:
2911 if (usage_idx < 8) {
2912 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
2913 destination, reg_mask, usage_idx, reg_mask);
2914 } else {
2915 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2916 destination, reg_mask, reg_mask);
2918 break;
2920 case WINED3DDECLUSAGE_FOG:
2921 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
2922 destination, reg_mask, reg_mask);
2923 break;
2925 default:
2926 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2927 destination, reg_mask, reg_mask);
2929 } else {
2930 BOOL found = FALSE;
2931 for(j = 0; j < MAX_REG_OUTPUT; j++) {
2932 usage_token_out = semantics_out[j].usage;
2933 if (!usage_token_out) continue;
2934 register_token_out = semantics_out[j].reg;
2936 usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2937 usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2938 shader_glsl_get_write_mask(register_token_out, reg_mask_out);
2940 if(usage == usage_out &&
2941 usage_idx == usage_idx_out) {
2942 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
2943 destination, reg_mask, j, reg_mask);
2944 found = TRUE;
2947 if(!found) {
2948 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2949 destination, reg_mask, reg_mask);
2954 /* This is solely to make the compiler / linker happy and avoid warning about undefined
2955 * varyings. It shouldn't result in any real code executed on the GPU, since all read
2956 * input varyings are assigned above, if the optimizer works properly.
2958 for(i = 0; i < in_count + 2; i++) {
2959 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
2960 unsigned int size = 0;
2961 memset(reg_mask, 0, sizeof(reg_mask));
2962 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
2963 reg_mask[size] = 'x';
2964 size++;
2966 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
2967 reg_mask[size] = 'y';
2968 size++;
2970 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
2971 reg_mask[size] = 'z';
2972 size++;
2974 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
2975 reg_mask[size] = 'w';
2976 size++;
2979 if (i == in_count) {
2980 sprintf(destination, "gl_FrontColor");
2981 } else if (i == in_count + 1) {
2982 sprintf(destination, "gl_FrontSecondaryColor");
2983 } else {
2984 sprintf(destination, "IN[%u]", i);
2987 if (size == 1) {
2988 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
2989 } else {
2990 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
2995 HeapFree(GetProcessHeap(), 0, set);
2998 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
2999 IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
3001 GLhandleARB ret = 0;
3002 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3003 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3004 IWineD3DDeviceImpl *device;
3005 DWORD vs_major = WINED3DSHADER_VERSION_MAJOR(vs->baseShader.reg_maps.shader_version);
3006 DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.reg_maps.shader_version) : 0;
3007 unsigned int i;
3008 SHADER_BUFFER buffer;
3009 DWORD usage_token;
3010 DWORD register_token;
3011 DWORD usage, usage_idx, writemask;
3012 char reg_mask[6];
3013 const struct semantic *semantics_out, *semantics_in;
3015 shader_buffer_init(&buffer);
3017 shader_addline(&buffer, "#version 120\n");
3019 if(vs_major < 3 && ps_major < 3) {
3020 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3021 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3023 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3024 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
3025 !device->frag_pipe->ffp_proj_control) {
3026 shader_addline(&buffer, "void order_ps_input() {\n");
3027 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3028 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3029 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3030 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3033 shader_addline(&buffer, "}\n");
3034 } else {
3035 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
3037 } else if(ps_major < 3 && vs_major >= 3) {
3038 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3039 semantics_out = vs->semantics_out;
3041 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3042 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3043 usage_token = semantics_out[i].usage;
3044 if (!usage_token) continue;
3045 register_token = semantics_out[i].reg;
3047 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3048 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3049 writemask = shader_glsl_get_write_mask(register_token, reg_mask);
3051 switch(usage) {
3052 case WINED3DDECLUSAGE_COLOR:
3053 if (usage_idx == 0)
3054 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3055 else if (usage_idx == 1)
3056 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3057 break;
3059 case WINED3DDECLUSAGE_POSITION:
3060 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3061 break;
3063 case WINED3DDECLUSAGE_TEXCOORD:
3064 if (usage_idx < 8) {
3065 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
3067 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3068 usage_idx, reg_mask, i, reg_mask);
3069 if(!(writemask & WINED3DSP_WRITEMASK_3)) {
3070 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
3073 break;
3075 case WINED3DDECLUSAGE_PSIZE:
3076 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3077 break;
3079 case WINED3DDECLUSAGE_FOG:
3080 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3081 break;
3083 default:
3084 break;
3087 shader_addline(&buffer, "}\n");
3089 } else if(ps_major >= 3 && vs_major >= 3) {
3090 semantics_out = vs->semantics_out;
3091 semantics_in = ps->semantics_in;
3093 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3094 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3095 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3097 /* First, sort out position and point size. Those are not passed to the pixel shader */
3098 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3099 usage_token = semantics_out[i].usage;
3100 if (!usage_token) continue;
3101 register_token = semantics_out[i].reg;
3103 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3104 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3105 shader_glsl_get_write_mask(register_token, reg_mask);
3107 switch(usage) {
3108 case WINED3DDECLUSAGE_POSITION:
3109 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3110 break;
3112 case WINED3DDECLUSAGE_PSIZE:
3113 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3114 break;
3116 default:
3117 break;
3121 /* Then, fix the pixel shader input */
3122 handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
3124 shader_addline(&buffer, "}\n");
3125 } else if(ps_major >= 3 && vs_major < 3) {
3126 semantics_in = ps->semantics_in;
3128 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3129 shader_addline(&buffer, "void order_ps_input() {\n");
3130 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3131 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3132 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3134 handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
3135 shader_addline(&buffer, "}\n");
3136 } else {
3137 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3140 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3141 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3142 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3143 checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
3144 GL_EXTCALL(glCompileShaderARB(ret));
3145 checkGLcall("glCompileShaderARB(ret)");
3147 shader_buffer_free(&buffer);
3148 return ret;
3151 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3152 GLhandleARB programId, char prefix)
3154 const local_constant *lconst;
3155 GLuint tmp_loc;
3156 const float *value;
3157 char glsl_name[8];
3159 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3160 value = (const float *)lconst->value;
3161 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3162 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3163 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3165 checkGLcall("Hardcoding local constants\n");
3168 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3169 * It sets the programId on the current StateBlock (because it should be called
3170 * inside of the DrawPrimitive() part of the render loop).
3172 * If a program for the given combination does not exist, create one, and store
3173 * the program in the hash table. If it creates a program, it will link the
3174 * given objects, too.
3176 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3177 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3178 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
3179 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3180 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3181 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3182 struct glsl_shader_prog_link *entry = NULL;
3183 GLhandleARB programId = 0;
3184 GLhandleARB reorder_shader_id = 0;
3185 int i;
3186 char glsl_name[8];
3187 GLhandleARB vshader_id, pshader_id;
3188 struct ps_compile_args compile_args;
3190 if(use_vs) {
3191 IWineD3DVertexShaderImpl_CompileShader(vshader);
3192 vshader_id = ((IWineD3DVertexShaderImpl*)vshader)->prgId;
3193 } else {
3194 vshader_id = 0;
3196 if(use_ps) {
3197 find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &compile_args);
3198 } else {
3199 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3200 memset(&compile_args, 0, sizeof(compile_args));
3202 entry = get_glsl_program_entry(priv, vshader_id, pshader, &compile_args);
3203 if (entry) {
3204 priv->glsl_program = entry;
3205 return;
3208 /* If we get to this point, then no matching program exists, so we create one */
3209 programId = GL_EXTCALL(glCreateProgramObjectARB());
3210 TRACE("Created new GLSL shader program %u\n", programId);
3212 /* Create the entry */
3213 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3214 entry->programId = programId;
3215 entry->vshader = vshader_id;
3216 entry->pshader = pshader;
3217 entry->ps_args = compile_args;
3218 /* Add the hash table entry */
3219 add_glsl_program_entry(priv, entry);
3221 /* Set the current program */
3222 priv->glsl_program = entry;
3224 /* Attach GLSL vshader */
3225 if (vshader_id) {
3226 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3227 char tmp_name[10];
3229 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3230 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3231 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3232 checkGLcall("glAttachObjectARB");
3233 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3234 * is destroyed
3236 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3238 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3239 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3240 checkGLcall("glAttachObjectARB");
3242 /* Bind vertex attributes to a corresponding index number to match
3243 * the same index numbers as ARB_vertex_programs (makes loading
3244 * vertex attributes simpler). With this method, we can use the
3245 * exact same code to load the attributes later for both ARB and
3246 * GLSL shaders.
3248 * We have to do this here because we need to know the Program ID
3249 * in order to make the bindings work, and it has to be done prior
3250 * to linking the GLSL program. */
3251 for (i = 0; i < max_attribs; ++i) {
3252 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3253 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3254 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3257 checkGLcall("glBindAttribLocationARB");
3259 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3262 if(use_ps) {
3263 pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &compile_args);
3264 } else {
3265 pshader_id = 0;
3268 /* Attach GLSL pshader */
3269 if (pshader_id) {
3270 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3271 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3272 checkGLcall("glAttachObjectARB");
3274 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3277 /* Link the program */
3278 TRACE("Linking GLSL shader program %u\n", programId);
3279 GL_EXTCALL(glLinkProgramARB(programId));
3280 print_glsl_info_log(&GLINFO_LOCATION, programId);
3282 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3283 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3284 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3285 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3287 for (i = 0; i < MAX_CONST_I; ++i) {
3288 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3289 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3291 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3292 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3293 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3294 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3296 for (i = 0; i < MAX_CONST_I; ++i) {
3297 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3298 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3301 if(pshader) {
3302 for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
3303 char name[32];
3304 sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
3305 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3306 sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3307 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3308 sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3309 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3314 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3315 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3316 checkGLcall("Find glsl program uniform locations");
3318 if (pshader
3319 && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version) >= 3
3320 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4)
3322 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
3323 entry->vertex_color_clamp = GL_FALSE;
3324 } else {
3325 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
3328 /* Set the shader to allow uniform loading on it */
3329 GL_EXTCALL(glUseProgramObjectARB(programId));
3330 checkGLcall("glUseProgramObjectARB(programId)");
3332 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3333 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3334 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3335 * vertex shader with fixed function pixel processing is used we make sure that the card
3336 * supports enough samplers to allow the max number of vertex samplers with all possible
3337 * fixed function fragment processing setups. So once the program is linked these samplers
3338 * won't change.
3340 if(vshader_id) {
3341 /* Load vertex shader samplers */
3342 shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3344 if(pshader_id) {
3345 /* Load pixel shader samplers */
3346 shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3349 /* If the local constants do not have to be loaded with the environment constants,
3350 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3351 * later
3353 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
3354 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
3356 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
3357 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
3361 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
3363 GLhandleARB program_id;
3364 GLhandleARB vshader_id, pshader_id;
3365 static const char *blt_vshader[] =
3367 "#version 120\n"
3368 "void main(void)\n"
3369 "{\n"
3370 " gl_Position = gl_Vertex;\n"
3371 " gl_FrontColor = vec4(1.0);\n"
3372 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3373 "}\n"
3376 static const char *blt_pshaders[tex_type_count] =
3378 /* tex_1d */
3379 NULL,
3380 /* tex_2d */
3381 "#version 120\n"
3382 "uniform sampler2D sampler;\n"
3383 "void main(void)\n"
3384 "{\n"
3385 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3386 "}\n",
3387 /* tex_3d */
3388 NULL,
3389 /* tex_cube */
3390 "#version 120\n"
3391 "uniform samplerCube sampler;\n"
3392 "void main(void)\n"
3393 "{\n"
3394 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3395 "}\n",
3396 /* tex_rect */
3397 "#version 120\n"
3398 "#extension GL_ARB_texture_rectangle : enable\n"
3399 "uniform sampler2DRect sampler;\n"
3400 "void main(void)\n"
3401 "{\n"
3402 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3403 "}\n",
3406 if (!blt_pshaders[tex_type])
3408 FIXME("tex_type %#x not supported\n", tex_type);
3409 tex_type = tex_2d;
3412 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3413 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3414 GL_EXTCALL(glCompileShaderARB(vshader_id));
3416 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3417 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
3418 GL_EXTCALL(glCompileShaderARB(pshader_id));
3420 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3421 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3422 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3423 GL_EXTCALL(glLinkProgramARB(program_id));
3425 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3427 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3428 * is destroyed
3430 GL_EXTCALL(glDeleteObjectARB(vshader_id));
3431 GL_EXTCALL(glDeleteObjectARB(pshader_id));
3432 return program_id;
3435 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3436 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3437 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
3438 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3439 GLhandleARB program_id = 0;
3440 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
3442 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3444 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3445 else priv->glsl_program = NULL;
3447 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3449 if (old_vertex_color_clamp != current_vertex_color_clamp) {
3450 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
3451 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
3452 checkGLcall("glClampColorARB");
3453 } else {
3454 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3458 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3459 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3460 GL_EXTCALL(glUseProgramObjectARB(program_id));
3461 checkGLcall("glUseProgramObjectARB");
3464 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3465 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3466 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3467 struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
3468 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
3470 if (!*blt_program) {
3471 GLhandleARB loc;
3472 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
3473 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
3474 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3475 GL_EXTCALL(glUniform1iARB(loc, 0));
3476 } else {
3477 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3481 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
3482 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3483 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3484 struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
3485 GLhandleARB program_id;
3487 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3488 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3490 GL_EXTCALL(glUseProgramObjectARB(program_id));
3491 checkGLcall("glUseProgramObjectARB");
3494 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3495 const struct list *linked_programs;
3496 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3497 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3498 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)device->shader_priv;
3499 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3500 IWineD3DPixelShaderImpl *ps = NULL;
3501 IWineD3DVertexShaderImpl *vs = NULL;
3503 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3504 * can be called from IWineD3DBaseShader::Release
3506 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
3508 if(pshader) {
3509 ps = (IWineD3DPixelShaderImpl *) This;
3510 if(ps->num_gl_shaders == 0) return;
3511 } else {
3512 vs = (IWineD3DVertexShaderImpl *) This;
3513 if(vs->prgId == 0) return;
3516 linked_programs = &This->baseShader.linked_programs;
3518 TRACE("Deleting linked programs\n");
3519 if (linked_programs->next) {
3520 struct glsl_shader_prog_link *entry, *entry2;
3522 if(pshader) {
3523 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3524 delete_glsl_program_entry(priv, gl_info, entry);
3526 } else {
3527 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3528 delete_glsl_program_entry(priv, gl_info, entry);
3533 if(pshader) {
3534 UINT i;
3536 ENTER_GL();
3537 for(i = 0; i < ps->num_gl_shaders; i++) {
3538 TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId);
3539 GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId));
3540 checkGLcall("glDeleteObjectARB");
3542 LEAVE_GL();
3543 HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
3544 ps->gl_shaders = NULL;
3545 ps->num_gl_shaders = 0;
3546 } else {
3547 TRACE("Deleting shader object %u\n", vs->prgId);
3548 ENTER_GL();
3549 GL_EXTCALL(glDeleteObjectARB(vs->prgId));
3550 checkGLcall("glDeleteObjectARB");
3551 LEAVE_GL();
3552 vs->prgId = 0;
3553 vs->baseShader.is_compiled = FALSE;
3557 static unsigned int glsl_program_key_hash(const void *key)
3559 const glsl_program_key_t *k = (const glsl_program_key_t *)key;
3561 unsigned int hash = k->vshader | ((DWORD_PTR) k->pshader) << 16;
3562 hash += ~(hash << 15);
3563 hash ^= (hash >> 10);
3564 hash += (hash << 3);
3565 hash ^= (hash >> 6);
3566 hash += ~(hash << 11);
3567 hash ^= (hash >> 16);
3569 return hash;
3572 static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
3574 const glsl_program_key_t *ka = (const glsl_program_key_t *)keya;
3575 const glsl_program_key_t *kb = (const glsl_program_key_t *)keyb;
3577 return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
3578 (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0);
3581 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
3582 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3583 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
3584 priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
3585 This->shader_priv = priv;
3586 return WINED3D_OK;
3589 static void shader_glsl_free(IWineD3DDevice *iface) {
3590 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3591 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3592 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
3593 int i;
3595 for (i = 0; i < tex_type_count; ++i)
3597 if (priv->depth_blt_program[i])
3599 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
3603 hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
3605 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3606 This->shader_priv = NULL;
3609 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
3610 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3611 return FALSE;
3614 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
3615 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3616 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3617 CONST DWORD *function = This->baseShader.function;
3618 const char *fragcolor;
3619 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3621 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3622 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3624 shader_addline(buffer, "#version 120\n");
3626 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3627 shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
3629 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3630 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3631 * drivers write a warning if we don't do so
3633 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3636 /* Base Declarations */
3637 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, args);
3639 /* Pack 3.0 inputs */
3640 if (reg_maps->shader_version >= WINED3DPS_VERSION(3,0) && args->vp_mode != vertexshader) {
3641 pshader_glsl_input_pack(buffer, This->semantics_in, iface, args->vp_mode);
3644 /* Base Shader Body */
3645 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3647 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3648 if (reg_maps->shader_version < WINED3DPS_VERSION(2,0))
3650 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3651 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
3652 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3653 else
3654 shader_addline(buffer, "gl_FragColor = R0;\n");
3657 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3658 fragcolor = "gl_FragData[0]";
3659 } else {
3660 fragcolor = "gl_FragColor";
3662 if(args->srgb_correction) {
3663 shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3664 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
3665 srgb_sub_high, srgb_sub_high, srgb_sub_high);
3666 shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
3667 shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
3668 shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
3669 shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
3670 shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
3672 /* Pixel shader < 3.0 do not replace the fog stage.
3673 * This implements linear fog computation and blending.
3674 * TODO: non linear fog
3675 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3676 * -1/(e-s) and e/(e-s) respectively.
3678 if (reg_maps->shader_version < WINED3DPS_VERSION(3,0))
3680 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
3681 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3684 shader_addline(buffer, "}\n");
3686 TRACE("Compiling shader object %u\n", shader_obj);
3687 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3688 GL_EXTCALL(glCompileShaderARB(shader_obj));
3689 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3691 /* Store the shader object */
3692 return shader_obj;
3695 static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
3696 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
3697 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3698 CONST DWORD *function = This->baseShader.function;
3699 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3701 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3702 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3704 shader_addline(buffer, "#version 120\n");
3706 /* Base Declarations */
3707 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL);
3709 /* Base Shader Body */
3710 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3712 /* Unpack 3.0 outputs */
3713 if (reg_maps->shader_version >= WINED3DVS_VERSION(3,0)) shader_addline(buffer, "order_ps_input(OUT);\n");
3714 else shader_addline(buffer, "order_ps_input();\n");
3716 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
3717 if (!reg_maps->fog)
3718 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3720 /* Write the final position.
3722 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3723 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3724 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3725 * contains 1.0 to allow a mad.
3727 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3728 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3730 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3732 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3733 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3734 * which is the same as z = z * 2 - w.
3736 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3738 shader_addline(buffer, "}\n");
3740 TRACE("Compiling shader object %u\n", shader_obj);
3741 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3742 GL_EXTCALL(glCompileShaderARB(shader_obj));
3743 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3745 /* Store the shader object */
3746 This->prgId = shader_obj;
3749 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
3751 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
3752 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
3753 * vs_nv_version which is based on NV_vertex_program.
3754 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
3755 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
3756 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
3757 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
3759 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3760 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
3761 else
3762 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
3763 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
3764 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
3766 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
3767 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
3768 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
3769 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
3770 * in max native instructions. Intel and others also offer the info in this extension but they
3771 * don't support GLSL (at least on Windows).
3773 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
3774 * of instructions is 512 or less we have to do with ps2.0 hardware.
3775 * 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.
3777 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3778 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
3779 else
3780 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
3782 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
3783 * Direct3D minimum requirement.
3785 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
3786 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
3788 * The problem is that the refrast clamps temporary results in the shader to
3789 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
3790 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
3791 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
3792 * offer a way to query this.
3794 pCaps->PixelShader1xMaxValue = 8.0;
3795 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
3798 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
3800 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
3802 TRACE("Checking support for fixup:\n");
3803 dump_color_fixup_desc(fixup);
3806 /* We support everything except YUV conversions. */
3807 if (!is_yuv_fixup(fixup))
3809 TRACE("[OK]\n");
3810 return TRUE;
3813 TRACE("[FAILED]\n");
3814 return FALSE;
3817 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
3819 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
3820 /* WINED3DSIH_ADD */ shader_glsl_arith,
3821 /* WINED3DSIH_BEM */ pshader_glsl_bem,
3822 /* WINED3DSIH_BREAK */ shader_glsl_break,
3823 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
3824 /* WINED3DSIH_BREAKP */ NULL,
3825 /* WINED3DSIH_CALL */ shader_glsl_call,
3826 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
3827 /* WINED3DSIH_CMP */ shader_glsl_cmp,
3828 /* WINED3DSIH_CND */ shader_glsl_cnd,
3829 /* WINED3DSIH_CRS */ shader_glsl_cross,
3830 /* WINED3DSIH_DCL */ NULL,
3831 /* WINED3DSIH_DEF */ NULL,
3832 /* WINED3DSIH_DEFB */ NULL,
3833 /* WINED3DSIH_DEFI */ NULL,
3834 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
3835 /* WINED3DSIH_DP3 */ shader_glsl_dot,
3836 /* WINED3DSIH_DP4 */ shader_glsl_dot,
3837 /* WINED3DSIH_DST */ shader_glsl_dst,
3838 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
3839 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
3840 /* WINED3DSIH_ELSE */ shader_glsl_else,
3841 /* WINED3DSIH_ENDIF */ shader_glsl_end,
3842 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
3843 /* WINED3DSIH_ENDREP */ shader_glsl_end,
3844 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
3845 /* WINED3DSIH_EXPP */ shader_glsl_expp,
3846 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
3847 /* WINED3DSIH_IF */ shader_glsl_if,
3848 /* WINED3DSIH_IFC */ shader_glsl_ifc,
3849 /* WINED3DSIH_LABEL */ shader_glsl_label,
3850 /* WINED3DSIH_LIT */ shader_glsl_lit,
3851 /* WINED3DSIH_LOG */ shader_glsl_log,
3852 /* WINED3DSIH_LOGP */ shader_glsl_log,
3853 /* WINED3DSIH_LOOP */ shader_glsl_loop,
3854 /* WINED3DSIH_LRP */ shader_glsl_lrp,
3855 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
3856 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
3857 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
3858 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
3859 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
3860 /* WINED3DSIH_MAD */ shader_glsl_mad,
3861 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
3862 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
3863 /* WINED3DSIH_MOV */ shader_glsl_mov,
3864 /* WINED3DSIH_MOVA */ shader_glsl_mov,
3865 /* WINED3DSIH_MUL */ shader_glsl_arith,
3866 /* WINED3DSIH_NOP */ NULL,
3867 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
3868 /* WINED3DSIH_PHASE */ NULL,
3869 /* WINED3DSIH_POW */ shader_glsl_pow,
3870 /* WINED3DSIH_RCP */ shader_glsl_rcp,
3871 /* WINED3DSIH_REP */ shader_glsl_rep,
3872 /* WINED3DSIH_RET */ NULL,
3873 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
3874 /* WINED3DSIH_SETP */ NULL,
3875 /* WINED3DSIH_SGE */ shader_glsl_compare,
3876 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
3877 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
3878 /* WINED3DSIH_SLT */ shader_glsl_compare,
3879 /* WINED3DSIH_SUB */ shader_glsl_arith,
3880 /* WINED3DSIH_TEX */ pshader_glsl_tex,
3881 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
3882 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
3883 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
3884 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
3885 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
3886 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
3887 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
3888 /* WINED3DSIH_TEXLDD */ NULL,
3889 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
3890 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
3891 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
3892 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
3893 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
3894 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
3895 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
3896 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
3897 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
3898 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
3899 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
3900 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
3901 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
3904 const shader_backend_t glsl_shader_backend = {
3905 shader_glsl_instruction_handler_table,
3906 shader_glsl_select,
3907 shader_glsl_select_depth_blt,
3908 shader_glsl_deselect_depth_blt,
3909 shader_glsl_update_float_vertex_constants,
3910 shader_glsl_update_float_pixel_constants,
3911 shader_glsl_load_constants,
3912 shader_glsl_color_correction,
3913 shader_glsl_destroy,
3914 shader_glsl_alloc,
3915 shader_glsl_free,
3916 shader_glsl_dirty_const,
3917 shader_glsl_generate_pshader,
3918 shader_glsl_generate_vshader,
3919 shader_glsl_get_caps,
3920 shader_glsl_color_fixup_supported,