2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 * D3D shader asm has swizzles on source parameters, and write masks for
24 * destination parameters. GLSL uses swizzles for both. The result of this is
25 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
26 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
27 * mask for the destination parameter into account.
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
36 #define GLINFO_LOCATION (*gl_info)
46 } glsl_sample_function_t
;
48 /** Prints the GLSL info log which will contain error messages if they exist */
49 void print_glsl_info_log(WineD3D_GL_Info
*gl_info
, GLhandleARB obj
) {
51 int infologLength
= 0;
54 GL_EXTCALL(glGetObjectParameterivARB(obj
,
55 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
58 /* A size of 1 is just a null-terminated string, so the log should be bigger than
59 * that if there are errors. */
60 if (infologLength
> 1)
62 infoLog
= (char *)HeapAlloc(GetProcessHeap(), 0, infologLength
);
63 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
64 FIXME("Error received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
65 HeapFree(GetProcessHeap(), 0, infoLog
);
70 * Loads (pixel shader) samplers
72 void shader_glsl_load_psamplers(
73 WineD3D_GL_Info
*gl_info
,
74 IWineD3DStateBlock
* iface
) {
76 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
77 GLhandleARB programId
= stateBlock
->glsl_program
->programId
;
80 char sampler_name
[20];
82 for (i
=0; i
< GL_LIMITS(samplers
); ++i
) {
83 if (stateBlock
->textures
[i
] != NULL
) {
84 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
85 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
87 TRACE("Loading %s for texture %d\n", sampler_name
, i
);
88 GL_EXTCALL(glUniform1iARB(name_loc
, i
));
89 checkGLcall("glUniform1iARB");
96 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
97 * When constant_list == NULL, it will load all the constants.
99 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
* This
, WineD3D_GL_Info
*gl_info
,
100 unsigned int max_constants
, float* constants
, GLhandleARB
*constant_locations
,
101 struct list
*constant_list
) {
102 local_constant
* lconst
;
106 if (!constant_list
) {
107 if (TRACE_ON(d3d_shader
)) {
108 for (i
= 0; i
< max_constants
; ++i
) {
109 tmp_loc
= constant_locations
[i
];
111 TRACE("Loading constants %i: %f, %f, %f, %f\n", i
,
112 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
113 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
117 for (i
= 0; i
< max_constants
; ++i
) {
118 tmp_loc
= constant_locations
[i
];
120 /* We found this uniform name in the program - go ahead and send the data */
121 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, constants
+ (i
* 4)));
124 checkGLcall("glUniform4fvARB()");
126 constant_entry
*constant
;
127 if (TRACE_ON(d3d_shader
)) {
128 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constant_entry
, entry
) {
130 tmp_loc
= constant_locations
[i
];
132 TRACE("Loading constants %i: %f, %f, %f, %f\n", i
,
133 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
134 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
138 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constant_entry
, entry
) {
140 tmp_loc
= constant_locations
[i
];
142 /* We found this uniform name in the program - go ahead and send the data */
143 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, constants
+ (i
* 4)));
146 checkGLcall("glUniform4fvARB()");
149 /* Load immediate constants */
150 if (TRACE_ON(d3d_shader
)) {
151 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
152 tmp_loc
= constant_locations
[lconst
->idx
];
154 GLfloat
* values
= (GLfloat
*)lconst
->value
;
155 TRACE("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
156 values
[0], values
[1], values
[2], values
[3]);
160 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
161 tmp_loc
= constant_locations
[lconst
->idx
];
163 /* We found this uniform name in the program - go ahead and send the data */
164 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, (GLfloat
*)lconst
->value
));
167 checkGLcall("glUniform4fvARB()");
171 * Loads integer constants (aka uniforms) into the currently set GLSL program.
172 * When @constants_set == NULL, it will load all the constants.
174 void shader_glsl_load_constantsI(
175 IWineD3DBaseShaderImpl
* This
,
176 WineD3D_GL_Info
*gl_info
,
177 GLhandleARB programId
,
178 unsigned max_constants
,
180 BOOL
* constants_set
) {
185 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
186 const char* prefix
= is_pshader
? "PI":"VI";
189 for (i
=0; i
<max_constants
; ++i
) {
190 if (NULL
== constants_set
|| constants_set
[i
]) {
192 TRACE("Loading constants %i: %i, %i, %i, %i\n",
193 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
195 /* TODO: Benchmark and see if it would be beneficial to store the
196 * locations of the constants to avoid looking up each time */
197 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
198 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
200 /* We found this uniform name in the program - go ahead and send the data */
201 GL_EXTCALL(glUniform4ivARB(tmp_loc
, 1, &constants
[i
*4]));
202 checkGLcall("glUniform4ivARB");
207 /* Load immediate constants */
208 ptr
= list_head(&This
->baseShader
.constantsI
);
210 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
211 unsigned int idx
= lconst
->idx
;
212 GLint
* values
= (GLint
*) lconst
->value
;
214 TRACE("Loading local constants %i: %i, %i, %i, %i\n", idx
,
215 values
[0], values
[1], values
[2], values
[3]);
217 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
218 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
220 /* We found this uniform name in the program - go ahead and send the data */
221 GL_EXTCALL(glUniform4ivARB(tmp_loc
, 1, values
));
222 checkGLcall("glUniform4ivARB");
224 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
229 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
230 * When @constants_set == NULL, it will load all the constants.
232 void shader_glsl_load_constantsB(
233 IWineD3DBaseShaderImpl
* This
,
234 WineD3D_GL_Info
*gl_info
,
235 GLhandleARB programId
,
236 unsigned max_constants
,
238 BOOL
* constants_set
) {
243 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
244 const char* prefix
= is_pshader
? "PB":"VB";
247 for (i
=0; i
<max_constants
; ++i
) {
248 if (NULL
== constants_set
|| constants_set
[i
]) {
250 TRACE("Loading constants %i: %i;\n", i
, constants
[i
*4]);
252 /* TODO: Benchmark and see if it would be beneficial to store the
253 * locations of the constants to avoid looking up each time */
254 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
255 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
257 /* We found this uniform name in the program - go ahead and send the data */
258 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
*4]));
259 checkGLcall("glUniform1ivARB");
264 /* Load immediate constants */
265 ptr
= list_head(&This
->baseShader
.constantsB
);
267 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
268 unsigned int idx
= lconst
->idx
;
269 GLint
* values
= (GLint
*) lconst
->value
;
271 TRACE("Loading local constants %i: %i\n", idx
, values
[0]);
273 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
274 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
276 /* We found this uniform name in the program - go ahead and send the data */
277 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
278 checkGLcall("glUniform1ivARB");
280 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
287 * Loads the app-supplied constants into the currently set GLSL program.
289 void shader_glsl_load_constants(
290 IWineD3DDevice
* device
,
292 char useVertexShader
) {
294 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
295 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
296 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*) deviceImpl
->wineD3D
)->gl_info
;
298 GLhandleARB
*constant_locations
;
299 struct list
*constant_list
;
300 GLhandleARB programId
;
302 if (!stateBlock
->glsl_program
) {
303 /* No GLSL program set - nothing to do. */
306 programId
= stateBlock
->glsl_program
->programId
;
308 if (useVertexShader
) {
309 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
310 IWineD3DVertexShaderImpl
* vshader_impl
= (IWineD3DVertexShaderImpl
*) vshader
;
313 IWineD3DVertexDeclarationImpl
* vertexDeclaration
=
314 (IWineD3DVertexDeclarationImpl
*) vshader_impl
->vertexDeclaration
;
316 constant_locations
= stateBlock
->glsl_program
->vuniformF_locations
;
317 constant_list
= &stateBlock
->set_vconstantsF
;
319 if (NULL
!= vertexDeclaration
&& NULL
!= vertexDeclaration
->constants
) {
320 /* Load DirectX 8 float constants/uniforms for vertex shader */
321 shader_glsl_load_constantsF(vshader
, gl_info
, GL_LIMITS(vshader_constantsF
),
322 vertexDeclaration
->constants
, constant_locations
, NULL
);
325 /* Load DirectX 9 float constants/uniforms for vertex shader */
326 shader_glsl_load_constantsF(vshader
, gl_info
, GL_LIMITS(vshader_constantsF
),
327 stateBlock
->vertexShaderConstantF
, constant_locations
, constant_list
);
329 /* Load DirectX 9 integer constants/uniforms for vertex shader */
330 shader_glsl_load_constantsI(vshader
, gl_info
, programId
, MAX_CONST_I
,
331 stateBlock
->vertexShaderConstantI
,
332 stateBlock
->set
.vertexShaderConstantsI
);
334 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
335 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, MAX_CONST_B
,
336 stateBlock
->vertexShaderConstantB
,
337 stateBlock
->set
.vertexShaderConstantsB
);
339 /* Upload the position fixup params */
340 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
341 checkGLcall("glGetUniformLocationARB");
342 GL_EXTCALL(glUniform4fvARB(pos
, 1, &deviceImpl
->posFixup
[0]));
343 checkGLcall("glUniform4fvARB");
346 if (usePixelShader
) {
348 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
350 constant_locations
= stateBlock
->glsl_program
->puniformF_locations
;
351 constant_list
= &stateBlock
->set_pconstantsF
;
353 /* Load pixel shader samplers */
354 shader_glsl_load_psamplers(gl_info
, (IWineD3DStateBlock
*) stateBlock
);
356 /* Load DirectX 9 float constants/uniforms for pixel shader */
357 shader_glsl_load_constantsF(pshader
, gl_info
, GL_LIMITS(pshader_constantsF
),
358 stateBlock
->pixelShaderConstantF
, constant_locations
, constant_list
);
360 /* Load DirectX 9 integer constants/uniforms for pixel shader */
361 shader_glsl_load_constantsI(pshader
, gl_info
, programId
, MAX_CONST_I
,
362 stateBlock
->pixelShaderConstantI
,
363 stateBlock
->set
.pixelShaderConstantsI
);
365 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
366 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, MAX_CONST_B
,
367 stateBlock
->pixelShaderConstantB
,
368 stateBlock
->set
.pixelShaderConstantsB
);
372 /** Generate the variable & register declarations for the GLSL output target */
373 void shader_generate_glsl_declarations(
374 IWineD3DBaseShader
*iface
,
375 shader_reg_maps
* reg_maps
,
376 SHADER_BUFFER
* buffer
,
377 WineD3D_GL_Info
* gl_info
) {
379 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
382 /* There are some minor differences between pixel and vertex shaders */
383 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
384 char prefix
= pshader
? 'P' : 'V';
386 /* Prototype the subroutines */
387 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
388 if (reg_maps
->labels
[i
])
389 shader_addline(buffer
, "void subroutine%lu();\n", i
);
392 /* Declare the constants (aka uniforms) */
393 if (This
->baseShader
.limits
.constant_float
> 0) {
394 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
395 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
396 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
399 if (This
->baseShader
.limits
.constant_int
> 0)
400 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
402 if (This
->baseShader
.limits
.constant_bool
> 0)
403 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
406 shader_addline(buffer
, "uniform vec4 posFixup;\n");
408 /* Declare texture samplers */
409 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
410 if (reg_maps
->samplers
[i
]) {
412 DWORD stype
= reg_maps
->samplers
[i
] & WINED3DSP_TEXTURETYPE_MASK
;
416 shader_addline(buffer
, "uniform sampler1D %csampler%lu;\n", prefix
, i
);
419 shader_addline(buffer
, "uniform sampler2D %csampler%lu;\n", prefix
, i
);
421 case WINED3DSTT_CUBE
:
422 shader_addline(buffer
, "uniform samplerCube %csampler%lu;\n", prefix
, i
);
424 case WINED3DSTT_VOLUME
:
425 shader_addline(buffer
, "uniform sampler3D %csampler%lu;\n", prefix
, i
);
428 shader_addline(buffer
, "uniform unsupported_sampler %csampler%lu;\n", prefix
, i
);
429 FIXME("Unrecognized sampler type: %#x\n", stype
);
435 /* Declare address variables */
436 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
437 if (reg_maps
->address
[i
])
438 shader_addline(buffer
, "ivec4 A%d;\n", i
);
441 /* Declare texture coordinate temporaries and initialize them */
442 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
443 if (reg_maps
->texcoord
[i
])
444 shader_addline(buffer
, "vec4 T%lu = gl_TexCoord[%lu];\n", i
, i
);
447 /* Declare input register temporaries */
448 for (i
=0; i
< This
->baseShader
.limits
.packed_input
; i
++) {
449 if (reg_maps
->packed_input
[i
])
450 shader_addline(buffer
, "vec4 IN%lu;\n", i
);
453 /* Declare output register temporaries */
454 for (i
= 0; i
< This
->baseShader
.limits
.packed_output
; i
++) {
455 if (reg_maps
->packed_output
[i
])
456 shader_addline(buffer
, "vec4 OUT%lu;\n", i
);
459 /* Declare temporary variables */
460 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
461 if (reg_maps
->temporary
[i
])
462 shader_addline(buffer
, "vec4 R%lu;\n", i
);
465 /* Declare attributes */
466 for (i
= 0; i
< This
->baseShader
.limits
.attributes
; i
++) {
467 if (reg_maps
->attributes
[i
])
468 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
471 /* Declare loop register aL */
472 if (reg_maps
->loop
) {
473 shader_addline(buffer
, "int aL;\n");
474 shader_addline(buffer
, "int tmpInt;\n");
477 /* Temporary variables for matrix operations */
478 shader_addline(buffer
, "vec4 tmp0;\n");
479 shader_addline(buffer
, "vec4 tmp1;\n");
481 /* Start the main program */
482 shader_addline(buffer
, "void main() {\n");
485 /*****************************************************************************
486 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
488 * For more information, see http://wiki.winehq.org/DirectX-Shaders
489 ****************************************************************************/
492 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
493 const DWORD addr_token
, DWORD mask
, char *reg_name
, char *swizzle
, char *out_str
);
495 /** Used for opcode modifiers - They multiply the result by the specified amount */
496 static const char * const shift_glsl_tab
[] = {
498 "2.0 * ", /* 1 (x2) */
499 "4.0 * ", /* 2 (x4) */
500 "8.0 * ", /* 3 (x8) */
501 "16.0 * ", /* 4 (x16) */
502 "32.0 * ", /* 5 (x32) */
509 "0.0625 * ", /* 12 (d16) */
510 "0.125 * ", /* 13 (d8) */
511 "0.25 * ", /* 14 (d4) */
512 "0.5 * " /* 15 (d2) */
515 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
516 static void shader_glsl_gen_modifier (
519 const char *in_regswizzle
,
524 if (instr
== WINED3DSIO_TEXKILL
)
527 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
528 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
530 case WINED3DSPSM_NONE
:
531 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
533 case WINED3DSPSM_NEG
:
534 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
536 case WINED3DSPSM_NOT
:
537 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
539 case WINED3DSPSM_BIAS
:
540 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
542 case WINED3DSPSM_BIASNEG
:
543 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
545 case WINED3DSPSM_SIGN
:
546 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
548 case WINED3DSPSM_SIGNNEG
:
549 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
551 case WINED3DSPSM_COMP
:
552 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
555 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
557 case WINED3DSPSM_X2NEG
:
558 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
560 case WINED3DSPSM_ABS
:
561 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
563 case WINED3DSPSM_ABSNEG
:
564 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
567 FIXME("Unhandled modifier %u\n", (instr
& WINED3DSP_SRCMOD_MASK
));
568 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
572 /** Writes the GLSL variable name that corresponds to the register that the
573 * DX opcode parameter is trying to access */
574 static void shader_glsl_get_register_name(
576 const DWORD addr_token
,
579 SHADER_OPCODE_ARG
* arg
) {
581 /* oPos, oFog and oPts in D3D */
582 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
584 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
585 DWORD regtype
= shader_get_regtype(param
);
586 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
587 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
588 WineD3D_GL_Info
* gl_info
= &((IWineD3DImpl
*)deviceImpl
->wineD3D
)->gl_info
;
590 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
596 case WINED3DSPR_TEMP
:
597 sprintf(tmpStr
, "R%u", reg
);
599 case WINED3DSPR_INPUT
:
601 /* Pixel shaders >= 3.0 */
602 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
603 sprintf(tmpStr
, "IN%u", reg
);
606 strcpy(tmpStr
, "gl_Color");
608 strcpy(tmpStr
, "gl_SecondaryColor");
611 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
613 sprintf(tmpStr
, "attrib%u", reg
);
616 case WINED3DSPR_CONST
:
618 const char* prefix
= pshader
? "PC":"VC";
620 /* Relative addressing */
621 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
623 /* Relative addressing on shaders 2.0+ have a relative address token,
624 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
625 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2) {
626 char relStr
[100], relReg
[50], relMask
[6];
627 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, relReg
, relMask
, relStr
);
628 sprintf(tmpStr
, "%s[%s + %u]", prefix
, relStr
, reg
);
630 sprintf(tmpStr
, "%s[A0.x + %u]", prefix
, reg
);
633 sprintf(tmpStr
, "%s[%u]", prefix
, reg
);
637 case WINED3DSPR_CONSTINT
:
639 sprintf(tmpStr
, "PI[%u]", reg
);
641 sprintf(tmpStr
, "VI[%u]", reg
);
643 case WINED3DSPR_CONSTBOOL
:
645 sprintf(tmpStr
, "PB[%u]", reg
);
647 sprintf(tmpStr
, "VB[%u]", reg
);
649 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
651 sprintf(tmpStr
, "T%u", reg
);
653 sprintf(tmpStr
, "A%u", reg
);
656 case WINED3DSPR_LOOP
:
657 sprintf(tmpStr
, "aL");
659 case WINED3DSPR_SAMPLER
:
661 sprintf(tmpStr
, "Psampler%u", reg
);
663 sprintf(tmpStr
, "Vsampler%u", reg
);
665 case WINED3DSPR_COLOROUT
:
666 if (reg
>= GL_LIMITS(buffers
)) {
667 WARN("Write to render target %u, only %d supported\n", reg
, 4);
669 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
670 sprintf(tmpStr
, "gl_FragData[%u]", reg
);
671 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
672 sprintf(tmpStr
, "gl_FragColor");
675 case WINED3DSPR_RASTOUT
:
676 sprintf(tmpStr
, "%s", hwrastout_reg_names
[reg
]);
678 case WINED3DSPR_DEPTHOUT
:
679 sprintf(tmpStr
, "gl_FragDepth");
681 case WINED3DSPR_ATTROUT
:
683 sprintf(tmpStr
, "gl_FrontColor");
685 sprintf(tmpStr
, "gl_FrontSecondaryColor");
688 case WINED3DSPR_TEXCRDOUT
:
689 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
690 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
691 sprintf(tmpStr
, "OUT%u", reg
);
693 sprintf(tmpStr
, "gl_TexCoord[%u]", reg
);
696 FIXME("Unhandled register name Type(%d)\n", regtype
);
697 sprintf(tmpStr
, "unrecognized_register");
701 strcat(regstr
, tmpStr
);
704 /* Get the GLSL write mask for the destination register */
705 static DWORD
shader_glsl_get_write_mask(const DWORD param
, char *write_mask
) {
706 char *ptr
= write_mask
;
707 DWORD mask
= param
& WINED3DSP_WRITEMASK_ALL
;
709 /* gl_FogFragCoord and glPointSize are floats, fixup the write mask. */
710 if ((shader_get_regtype(param
) == WINED3DSPR_RASTOUT
) && ((param
& WINED3DSP_REGNUM_MASK
) != 0)) {
711 mask
= WINED3DSP_WRITEMASK_0
;
714 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
715 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
716 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
717 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
725 static size_t shader_glsl_get_write_mask_size(DWORD write_mask
) {
728 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
729 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
730 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
731 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
736 static void shader_glsl_get_swizzle(const DWORD param
, BOOL fixup
, DWORD mask
, char *swizzle_str
) {
737 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
738 * but addressed as "rgba". To fix this we need to swap the register's x
739 * and z components. */
740 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
741 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
742 char *ptr
= swizzle_str
;
745 /* swizzle bits fields: wwzzyyxx */
746 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = swizzle_chars
[swizzle
& 0x03];
747 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
748 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
749 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
754 /* From a given parameter token, generate the corresponding GLSL string.
755 * Also, return the actual register name and swizzle in case the
756 * caller needs this information as well. */
757 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
758 const DWORD addr_token
, DWORD mask
, char *reg_name
, char *swizzle
, char *out_str
) {
759 BOOL is_color
= FALSE
;
760 swizzle
[0] = reg_name
[0] = out_str
[0] = 0;
762 shader_glsl_get_register_name(param
, addr_token
, reg_name
, &is_color
, arg
);
764 shader_glsl_get_swizzle(param
, is_color
, mask
, swizzle
);
765 shader_glsl_gen_modifier(param
, reg_name
, swizzle
, out_str
);
768 /* From a given parameter token, generate the corresponding GLSL string.
769 * Also, return the actual register name and swizzle in case the
770 * caller needs this information as well. */
771 static DWORD
shader_glsl_add_dst_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
772 const DWORD addr_token
, glsl_dst_param_t
*dst_param
) {
773 BOOL is_color
= FALSE
;
775 dst_param
->mask_str
[0] = '\0';
776 dst_param
->reg_name
[0] = '\0';
778 shader_glsl_get_register_name(param
, addr_token
, dst_param
->reg_name
, &is_color
, arg
);
779 return shader_glsl_get_write_mask(param
, dst_param
->mask_str
);
782 /* Append the destination part of the instruction to the buffer, return the effective write mask */
783 static DWORD
shader_glsl_append_dst(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
) {
784 glsl_dst_param_t dst_param
;
788 shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
789 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, arg
->dst_addr
, &dst_param
);
790 shader_addline(buffer
, "%s%s = %s(", dst_param
.reg_name
, dst_param
.mask_str
, shift_glsl_tab
[shift
]);
795 /** Process GLSL instruction modifiers */
796 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
* arg
) {
798 DWORD mask
= arg
->dst
& WINED3DSP_DSTMOD_MASK
;
800 if (arg
->opcode
->dst_token
&& mask
!= 0) {
801 glsl_dst_param_t dst_param
;
803 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
805 if (mask
& WINED3DSPDM_SATURATE
) {
806 /* _SAT means to clamp the value of the register to between 0 and 1 */
807 shader_addline(arg
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
808 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
810 if (mask
& WINED3DSPDM_MSAMPCENTROID
) {
811 FIXME("_centroid modifier not handled\n");
813 if (mask
& WINED3DSPDM_PARTIALPRECISION
) {
814 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
819 static inline const char* shader_get_comp_op(
820 const DWORD opcode
) {
822 DWORD op
= (opcode
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
824 case COMPARISON_GT
: return ">";
825 case COMPARISON_EQ
: return "==";
826 case COMPARISON_GE
: return ">=";
827 case COMPARISON_LT
: return "<";
828 case COMPARISON_NE
: return "!=";
829 case COMPARISON_LE
: return "<=";
831 FIXME("Unrecognized comparison value: %u\n", op
);
836 static void shader_glsl_get_sample_function(DWORD sampler_type
, BOOL projected
, glsl_sample_function_t
*sample_function
) {
837 /* Note that there's no such thing as a projected cube texture. */
838 switch(sampler_type
) {
840 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
841 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
844 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
845 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
847 case WINED3DSTT_CUBE
:
848 sample_function
->name
= "textureCube";
849 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
851 case WINED3DSTT_VOLUME
:
852 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
853 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
856 sample_function
->name
= "";
857 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
863 /*****************************************************************************
865 * Begin processing individual instruction opcodes
867 ****************************************************************************/
869 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
870 void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
) {
871 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
872 SHADER_BUFFER
* buffer
= arg
->buffer
;
873 char src0_reg
[50], src1_reg
[50];
874 char src0_mask
[6], src1_mask
[6];
875 char src0_str
[100], src1_str
[100];
879 /* Determine the GLSL operator to use based on the opcode */
880 switch (curOpcode
->opcode
) {
881 case WINED3DSIO_MUL
: op
= '*'; break;
882 case WINED3DSIO_ADD
: op
= '+'; break;
883 case WINED3DSIO_SUB
: op
= '-'; break;
886 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
890 write_mask
= shader_glsl_append_dst(buffer
, arg
);
891 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, src0_reg
, src0_mask
, src0_str
);
892 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, src1_reg
, src1_mask
, src1_str
);
893 shader_addline(buffer
, "%s %c %s);\n", src0_str
, op
, src1_str
);
896 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
897 void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
) {
898 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
899 SHADER_BUFFER
* buffer
= arg
->buffer
;
905 write_mask
= shader_glsl_append_dst(buffer
, arg
);
906 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, src0_reg
, src0_mask
, src0_str
);
908 /* In vs_1_1 WINED3DSIO_MOV can write to the adress register. In later
909 * shader versions WINED3DSIO_MOVA is used for this. */
910 if ((WINED3DSHADER_VERSION_MAJOR(shader
->baseShader
.hex_version
) == 1 &&
911 !shader_is_pshader_version(shader
->baseShader
.hex_version
) &&
912 shader_get_regtype(arg
->dst
) == WINED3DSPR_ADDR
) ||
913 arg
->opcode
->opcode
== WINED3DSIO_MOVA
) {
914 /* We need to *round* to the nearest int here. */
915 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
917 shader_addline(buffer
, "ivec%d(floor(%s + vec%d(0.5))));\n", mask_size
, src0_str
, mask_size
);
919 shader_addline(buffer
, "int(floor(%s + 0.5)));\n", src0_str
);
922 shader_addline(buffer
, "%s);\n", src0_str
);
926 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
927 void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
) {
928 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
929 SHADER_BUFFER
* buffer
= arg
->buffer
;
930 char src0_str
[100], src1_str
[100];
931 char src0_reg
[50], src1_reg
[50];
932 char src0_mask
[6], src1_mask
[6];
933 DWORD dst_write_mask
, src_write_mask
;
936 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
937 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
939 /* dp3 works on vec3, dp4 on vec4 */
940 if (curOpcode
->opcode
== WINED3DSIO_DP4
) {
941 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
943 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
946 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_write_mask
, src0_reg
, src0_mask
, src0_str
);
947 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_write_mask
, src1_reg
, src1_mask
, src1_str
);
950 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_str
, src1_str
);
952 shader_addline(buffer
, "dot(%s, %s));\n", src0_str
, src1_str
);
956 /* Note that this instruction has some restrictions. The destination write mask
957 * can't contain the w component, and the source swizzles have to be .xyzw */
958 void shader_glsl_cross(SHADER_OPCODE_ARG
*arg
) {
959 char src0_reg
[50], src0_mask
[6], src0_str
[100];
960 char src1_reg
[50], src1_mask
[6], src1_str
[100];
961 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
964 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
965 shader_glsl_append_dst(arg
->buffer
, arg
);
966 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_reg
, src0_mask
, src0_str
);
967 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, src1_reg
, src1_mask
, src1_str
);
968 shader_addline(arg
->buffer
, "cross(%s, %s).%s);\n", src0_str
, src1_str
, dst_mask
);
971 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
972 void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
) {
973 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
974 SHADER_BUFFER
* buffer
= arg
->buffer
;
975 const char *instruction
;
983 /* Determine the GLSL function to use based on the opcode */
984 /* TODO: Possibly make this a table for faster lookups */
985 switch (curOpcode
->opcode
) {
986 case WINED3DSIO_MIN
: instruction
= "min"; break;
987 case WINED3DSIO_MAX
: instruction
= "max"; break;
988 case WINED3DSIO_RSQ
: instruction
= "inversesqrt"; break;
989 case WINED3DSIO_ABS
: instruction
= "abs"; break;
990 case WINED3DSIO_FRC
: instruction
= "fract"; break;
991 case WINED3DSIO_POW
: instruction
= "pow"; break;
992 case WINED3DSIO_NRM
: instruction
= "normalize"; break;
993 case WINED3DSIO_LOGP
:
994 case WINED3DSIO_LOG
: instruction
= "log2"; break;
995 case WINED3DSIO_EXP
: instruction
= "exp2"; break;
996 case WINED3DSIO_SGN
: instruction
= "sign"; break;
997 default: instruction
= "";
998 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1002 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1004 arguments
[0] = '\0';
1005 if (curOpcode
->num_params
> 0) {
1006 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, src_reg
, src_mask
, src_str
);
1007 strcat(arguments
, src_str
);
1008 for (i
= 2; i
< curOpcode
->num_params
; ++i
) {
1009 strcat(arguments
, ", ");
1010 shader_glsl_add_src_param(arg
, arg
->src
[i
-1], arg
->src_addr
[i
-1], write_mask
, src_reg
, src_mask
, src_str
);
1011 strcat(arguments
, src_str
);
1015 shader_addline(buffer
, "%s(%s));\n", instruction
, arguments
);
1018 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1019 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1020 * dst.x = 2^(floor(src))
1021 * dst.y = src - floor(src)
1022 * dst.z = 2^src (partial precision is allowed, but optional)
1024 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1025 * dst = 2^src; (partial precision is allowed, but optional)
1027 void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
) {
1028 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1033 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, src_reg
, src_mask
, src_str
);
1035 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
1038 shader_addline(arg
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_str
);
1039 shader_addline(arg
->buffer
, "tmp0.y = %s - floor(%s);\n", src_str
, src_str
);
1040 shader_addline(arg
->buffer
, "tmp0.z = exp2(%s);\n", src_str
);
1041 shader_addline(arg
->buffer
, "tmp0.w = 1.0;\n");
1043 shader_glsl_append_dst(arg
->buffer
, arg
);
1044 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1045 shader_addline(arg
->buffer
, "tmp0%s);\n", dst_mask
);
1050 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1051 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1053 if (mask_size
> 1) {
1054 shader_addline(arg
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_str
);
1056 shader_addline(arg
->buffer
, "exp2(%s));\n", src_str
);
1061 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1062 void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
) {
1069 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1070 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1071 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, src_reg
, src_mask
, src_str
);
1073 if (mask_size
> 1) {
1074 shader_addline(arg
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_str
);
1076 shader_addline(arg
->buffer
, "1.0 / %s);\n", src_str
);
1080 /** Process signed comparison opcodes in GLSL. */
1081 void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
) {
1082 char src0_str
[100], src1_str
[100];
1083 char src0_reg
[50], src1_reg
[50];
1084 char src0_mask
[6], src1_mask
[6];
1088 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1089 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1090 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, src0_reg
, src0_mask
, src0_str
);
1091 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, src1_reg
, src1_mask
, src1_str
);
1093 if (mask_size
> 1) {
1094 const char *compare
;
1096 switch(arg
->opcode
->opcode
) {
1097 case WINED3DSIO_SLT
: compare
= "lessThan"; break;
1098 case WINED3DSIO_SGE
: compare
= "greaterThanEqual"; break;
1099 default: compare
= "";
1100 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1103 shader_addline(arg
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
, src0_str
, src1_str
);
1105 const char *compare
;
1107 switch(arg
->opcode
->opcode
) {
1108 case WINED3DSIO_SLT
: compare
= "<"; break;
1109 case WINED3DSIO_SGE
: compare
= ">="; break;
1110 default: compare
= "";
1111 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1114 shader_addline(arg
->buffer
, "(%s %s %s) ? 1.0 : 0.0);\n", src0_str
, compare
, src1_str
);
1118 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1119 void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
) {
1120 char src0_str
[100], src1_str
[100], src2_str
[100];
1121 char src0_reg
[50], src1_reg
[50], src2_reg
[50];
1122 char src0_mask
[6], src1_mask
[6], src2_mask
[6];
1126 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1127 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1129 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, src0_reg
, src0_mask
, src0_str
);
1130 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, src1_reg
, src1_mask
, src1_str
);
1131 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, src2_reg
, src2_mask
, src2_str
);
1133 if (mask_size
> 1) {
1134 shader_addline(arg
->buffer
, "mix(%s, %s, vec%d(lessThan(%s, vec%d(0.0)))));\n", src1_str
, src2_str
, mask_size
, src0_str
, mask_size
);
1136 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n", src0_str
, src1_str
, src2_str
);
1140 /** Process the CND opcode in GLSL (dst = (src0 < 0.5) ? src1 : src2) */
1141 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1142 * the compare is done per component of src0. */
1143 void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
) {
1144 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1145 char src0_str
[100], src1_str
[100], src2_str
[100];
1146 char src0_reg
[50], src1_reg
[50], src2_reg
[50];
1147 char src0_mask
[6], src1_mask
[6], src2_mask
[6];
1151 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1153 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(1, 4)) {
1155 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, src0_reg
, src0_mask
, src0_str
);
1157 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1158 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, src0_reg
, src0_mask
, src0_str
);
1161 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, src1_reg
, src1_mask
, src1_str
);
1162 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, src2_reg
, src2_mask
, src2_str
);
1164 if (mask_size
> 1) {
1165 shader_addline(arg
->buffer
, "mix(%s, %s, vec%d(lessThan(%s, vec%d(0.5)))));\n", src2_str
, src1_str
, mask_size
, src0_str
, mask_size
);
1167 shader_addline(arg
->buffer
, "%s < 0.5 ? %s : %s);\n", src0_str
, src1_str
, src2_str
);
1171 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1172 void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
) {
1173 char src0_str
[100], src1_str
[100], src2_str
[100];
1174 char src0_reg
[50], src1_reg
[50], src2_reg
[50];
1175 char src0_mask
[6], src1_mask
[6], src2_mask
[6];
1178 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1179 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, src0_reg
, src0_mask
, src0_str
);
1180 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, src1_reg
, src1_mask
, src1_str
);
1181 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, src2_reg
, src2_mask
, src2_str
);
1182 shader_addline(arg
->buffer
, "(%s * %s) + %s);\n", src0_str
, src1_str
, src2_str
);
1185 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1186 Vertex shaders to GLSL codes */
1187 void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
) {
1189 int nComponents
= 0;
1190 SHADER_OPCODE_ARG tmpArg
;
1192 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1194 /* Set constants for the temporary argument */
1195 tmpArg
.shader
= arg
->shader
;
1196 tmpArg
.buffer
= arg
->buffer
;
1197 tmpArg
.src
[0] = arg
->src
[0];
1198 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1199 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1200 tmpArg
.reg_maps
= arg
->reg_maps
;
1202 switch(arg
->opcode
->opcode
) {
1203 case WINED3DSIO_M4x4
:
1205 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1207 case WINED3DSIO_M4x3
:
1209 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1211 case WINED3DSIO_M3x4
:
1213 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1215 case WINED3DSIO_M3x3
:
1217 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1219 case WINED3DSIO_M3x2
:
1221 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1227 for (i
= 0; i
< nComponents
; i
++) {
1228 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1229 tmpArg
.src
[1] = arg
->src
[1]+i
;
1230 shader_glsl_dot(&tmpArg
);
1235 The LRP instruction performs a component-wise linear interpolation
1236 between the second and third operands using the first operand as the
1237 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1238 This is equivalent to mix(src2, src1, src0);
1240 void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
) {
1241 char src0_str
[100], src1_str
[100], src2_str
[100];
1242 char src0_reg
[50], src1_reg
[50], src2_reg
[50];
1243 char src0_mask
[6], src1_mask
[6], src2_mask
[6];
1246 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1248 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, src0_reg
, src0_mask
, src0_str
);
1249 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, src1_reg
, src1_mask
, src1_str
);
1250 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, src2_reg
, src2_mask
, src2_str
);
1252 shader_addline(arg
->buffer
, "mix(%s, %s, %s));\n", src2_str
, src1_str
, src0_str
);
1255 /** Process the WINED3DSIO_LIT instruction in GLSL:
1256 * dst.x = dst.w = 1.0
1257 * dst.y = (src0.x > 0) ? src0.x
1258 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1259 * where src.w is clamped at +- 128
1261 void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
) {
1273 shader_glsl_append_dst(arg
->buffer
, arg
);
1274 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1276 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, src0_reg
, src0_mask
, src0_str
);
1277 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, src1_reg
, src1_mask
, src1_str
);
1278 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, src3_reg
, src3_mask
, src3_str
);
1280 shader_addline(arg
->buffer
, "vec4(1.0, (%s > 0.0 ? %s : 0.0), (%s > 0.0 ? ((%s > 0.0) ? pow(%s, clamp(%s, -128.0, 128.0)) : 0.0) : 0.0), 1.0)%s);\n",
1281 src0_str
, src0_str
, src0_str
, src1_str
, src1_str
, src3_str
, dst_mask
);
1284 /** Process the WINED3DSIO_DST instruction in GLSL:
1286 * dst.y = src0.x * src0.y
1290 void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
) {
1291 char src0y_str
[100], src0z_str
[100], src1y_str
[100], src1w_str
[100];
1292 char src0y_reg
[50], src0z_reg
[50], src1y_reg
[50], src1w_reg
[50];
1293 char dst_mask
[6], src0y_mask
[6], src0z_mask
[6], src1y_mask
[6], src1w_mask
[6];
1295 shader_glsl_append_dst(arg
->buffer
, arg
);
1296 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1298 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, src0y_reg
, src0y_mask
, src0y_str
);
1299 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, src0z_reg
, src0z_mask
, src0z_str
);
1300 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_1
, src1y_reg
, src1y_mask
, src1y_str
);
1301 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_3
, src1w_reg
, src1w_mask
, src1w_str
);
1303 shader_addline(arg
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1304 src0y_str
, src1y_str
, src0z_str
, src1w_str
, dst_mask
);
1307 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1308 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1309 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1311 * dst.x = cos(src0.?)
1312 * dst.y = sin(src0.?)
1316 void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
) {
1322 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1323 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, src0_reg
, src0_mask
, src0_str
);
1325 switch (write_mask
) {
1326 case WINED3DSP_WRITEMASK_0
:
1327 shader_addline(arg
->buffer
, "cos(%s));\n", src0_str
);
1330 case WINED3DSP_WRITEMASK_1
:
1331 shader_addline(arg
->buffer
, "sin(%s));\n", src0_str
);
1334 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
1335 shader_addline(arg
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_str
, src0_str
);
1339 ERR("Write mask should be .x, .y or .xy\n");
1344 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1345 * Start a for() loop where src1.y is the initial value of aL,
1346 * increment aL by src1.z for a total of src1.x iterations.
1347 * Need to use a temporary variable for this operation.
1349 /* FIXME: I don't think nested loops will work correctly this way. */
1350 void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
) {
1356 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_ALL
, src1_reg
, src1_mask
, src1_str
);
1358 shader_addline(arg
->buffer
, "for (tmpInt = 0, aL = %s.y; tmpInt < %s.x; tmpInt++, aL += %s.z) {\n",
1359 src1_reg
, src1_reg
, src1_reg
);
1362 void shader_glsl_end(SHADER_OPCODE_ARG
* arg
) {
1363 shader_addline(arg
->buffer
, "}\n");
1366 void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
) {
1372 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, src0_reg
, src0_mask
, src0_str
);
1373 shader_addline(arg
->buffer
, "for (tmpInt = 0; tmpInt < %s; tmpInt++) {\n", src0_str
);
1376 void shader_glsl_if(SHADER_OPCODE_ARG
* arg
) {
1382 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, src0_reg
, src0_mask
, src0_str
);
1383 shader_addline(arg
->buffer
, "if (%s) {\n", src0_str
);
1386 void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
) {
1388 char src0_str
[100], src1_str
[100];
1389 char src0_reg
[50], src1_reg
[50];
1390 char src0_mask
[6], src1_mask
[6];
1392 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, src0_reg
, src0_mask
, src0_str
);
1393 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, src1_reg
, src1_mask
, src1_str
);
1395 shader_addline(arg
->buffer
, "if (%s %s %s) {\n",
1396 src0_str
, shader_get_comp_op(arg
->opcode_token
), src1_str
);
1399 void shader_glsl_else(SHADER_OPCODE_ARG
* arg
) {
1400 shader_addline(arg
->buffer
, "} else {\n");
1403 void shader_glsl_break(SHADER_OPCODE_ARG
* arg
) {
1404 shader_addline(arg
->buffer
, "break;\n");
1407 /* FIXME: According to MSDN the compare is done per component. */
1408 void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
) {
1410 char src0_str
[100], src1_str
[100];
1411 char src0_reg
[50], src1_reg
[50];
1412 char src0_mask
[6], src1_mask
[6];
1414 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, src0_reg
, src0_mask
, src0_str
);
1415 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, src1_reg
, src1_mask
, src1_str
);
1417 shader_addline(arg
->buffer
, "if (%s %s %s) break;\n",
1418 src0_str
, shader_get_comp_op(arg
->opcode_token
), src1_str
);
1421 void shader_glsl_label(SHADER_OPCODE_ARG
* arg
) {
1423 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1424 shader_addline(arg
->buffer
, "}\n");
1425 shader_addline(arg
->buffer
, "void subroutine%lu () {\n", snum
);
1428 void shader_glsl_call(SHADER_OPCODE_ARG
* arg
) {
1429 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1430 shader_addline(arg
->buffer
, "subroutine%lu();\n", snum
);
1433 void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
) {
1439 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1440 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, src1_reg
, src1_mask
, src1_str
);
1441 shader_addline(arg
->buffer
, "if (%s) subroutine%lu();\n", src1_str
, snum
);
1444 /*********************************************
1445 * Pixel Shader Specific Code begins here
1446 ********************************************/
1447 void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
) {
1448 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1449 DWORD hex_version
= This
->baseShader
.hex_version
;
1450 char coord_str
[100], coord_reg
[50], coord_mask
[6];
1451 char dst_swizzle
[6];
1452 glsl_sample_function_t sample_function
;
1458 /* All versions have a destination register */
1459 shader_glsl_append_dst(arg
->buffer
, arg
);
1461 /* 1.0-1.4: Use destination register as sampler source.
1462 * 2.0+: Use provided sampler source. */
1463 if (hex_version
< WINED3DPS_VERSION(1,4)) {
1464 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1467 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1468 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1470 if (flags
& WINED3DTTFF_PROJECTED
) {
1472 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
1473 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
1474 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
1475 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
1476 case WINED3DTTFF_COUNT4
:
1477 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
1482 } else if (hex_version
< WINED3DPS_VERSION(2,0)) {
1483 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
1484 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1486 if (src_mod
== WINED3DSPSM_DZ
) {
1488 mask
= WINED3DSP_WRITEMASK_2
;
1489 } else if (src_mod
== WINED3DSPSM_DW
) {
1491 mask
= WINED3DSP_WRITEMASK_3
;
1496 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1497 /* TODO: Handle D3DSI_TEXLD_PROJECTED... */
1501 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
1502 shader_glsl_get_sample_function(sampler_type
, projected
, &sample_function
);
1503 mask
|= sample_function
.coord_mask
;
1505 if (hex_version
< WINED3DPS_VERSION(2,0)) {
1506 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
1508 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
1511 /* 1.0-1.3: Use destination register as coordinate source.
1512 1.4+: Use provided coordinate source register. */
1513 if (hex_version
< WINED3DPS_VERSION(1,4)) {
1514 shader_glsl_get_write_mask(mask
, coord_mask
);
1515 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s)%s);\n",
1516 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, dst_swizzle
);
1518 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], mask
, coord_reg
, coord_mask
, coord_str
);
1519 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n",
1520 sample_function
.name
, sampler_idx
, coord_str
, dst_swizzle
);
1524 void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
) {
1526 /* FIXME: Make this work for more than just 2D textures */
1528 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1529 SHADER_BUFFER
* buffer
= arg
->buffer
;
1530 DWORD hex_version
= This
->baseShader
.hex_version
;
1534 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1535 shader_glsl_get_write_mask(write_mask
, dst_mask
);
1537 if (hex_version
!= WINED3DPS_VERSION(1,4)) {
1538 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1539 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg
, dst_mask
);
1541 DWORD reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1542 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
1543 char dst_swizzle
[6];
1545 shader_glsl_get_swizzle(arg
->src
[0], FALSE
, write_mask
, dst_swizzle
);
1547 if (src_mod
== WINED3DSPSM_DZ
) {
1548 char div_str
[100], div_reg
[50], div_mask
[6];
1549 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1550 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, div_reg
, div_mask
, div_str
);
1552 if (mask_size
> 1) {
1553 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_str
);
1555 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_str
);
1557 } else if (src_mod
== WINED3DSPSM_DW
) {
1558 char div_str
[100], div_reg
[50], div_mask
[6];
1559 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1560 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, div_reg
, div_mask
, div_str
);
1562 if (mask_size
> 1) {
1563 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_str
);
1565 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_str
);
1568 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
1573 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
1574 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1575 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1576 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
) {
1581 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1582 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1584 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1586 shader_glsl_append_dst(arg
->buffer
, arg
);
1587 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1588 shader_addline(arg
->buffer
, "texture1D(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
1589 sampler_idx
, sampler_idx
, src0_str
, dst_mask
);
1592 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
1593 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1594 void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
) {
1598 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1599 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1603 dst_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1604 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
1605 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1607 if (mask_size
> 1) {
1608 shader_addline(arg
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_str
);
1610 shader_addline(arg
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_str
);
1614 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
1615 * Calculate the depth as dst.x / dst.y */
1616 void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
) {
1617 glsl_dst_param_t dst_param
;
1619 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
1621 shader_addline(arg
->buffer
, "gl_FragDepth = %s.x / %s.y;\n", dst_param
.reg_name
, dst_param
.reg_name
);
1624 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
1625 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1626 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1627 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1629 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
) {
1630 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1631 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1632 char src0_str
[100], src0_name
[50], src0_mask
[6];
1634 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1636 shader_addline(arg
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_str
);
1637 shader_addline(arg
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
1640 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
1641 * Calculate the 1st of a 2-row matrix multiplication. */
1642 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
) {
1643 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1644 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1645 SHADER_BUFFER
* buffer
= arg
->buffer
;
1650 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1651 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_str
);
1654 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
1655 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
1656 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
) {
1658 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1659 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1660 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1661 SHADER_BUFFER
* buffer
= arg
->buffer
;
1662 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
1667 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1668 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_str
);
1669 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
1672 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
) {
1673 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1674 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1675 SHADER_BUFFER
* buffer
= arg
->buffer
;
1681 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1682 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_str
);
1684 shader_glsl_append_dst(buffer
, arg
);
1685 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1687 /* Sample the texture using the calculated coordinates */
1688 shader_addline(buffer
, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg
, dst_mask
);
1691 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
1692 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
1693 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
) {
1694 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1699 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1700 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1701 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1702 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
1703 glsl_sample_function_t sample_function
;
1705 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1706 shader_addline(arg
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_str
);
1708 shader_glsl_append_dst(arg
->buffer
, arg
);
1709 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1710 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
1712 /* Sample the texture using the calculated coordinates */
1713 shader_addline(arg
->buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
1715 current_state
->current_row
= 0;
1718 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
1719 * Perform the 3rd row of a 3x3 matrix multiply */
1720 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
) {
1721 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1726 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1727 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1728 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1730 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1732 shader_glsl_append_dst(arg
->buffer
, arg
);
1733 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1734 shader_addline(arg
->buffer
, "vec4(tmp.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_str
, dst_mask
);
1736 current_state
->current_row
= 0;
1739 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
1740 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
1741 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
) {
1743 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1744 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1745 char src0_str
[100], src0_name
[50], src0_mask
[6];
1746 char src1_str
[100], src1_name
[50], src1_mask
[6];
1748 SHADER_BUFFER
* buffer
= arg
->buffer
;
1749 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
1750 DWORD stype
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
1751 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1752 glsl_sample_function_t sample_function
;
1754 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1755 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, src1_name
, src1_mask
, src1_str
);
1757 /* Perform the last matrix multiply operation */
1758 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_str
);
1760 /* Calculate reflection vector, 2*(tmp0.src1)*tmp0-src1
1761 * This is equavalent to reflect(-src1, tmp0); */
1762 shader_addline(buffer
, "tmp0.xyz = reflect(-(%s), tmp0.xyz);\n", src1_str
);
1764 shader_glsl_append_dst(buffer
, arg
);
1765 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1766 shader_glsl_get_sample_function(stype
, FALSE
, &sample_function
);
1768 /* Sample the texture */
1769 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
1771 current_state
->current_row
= 0;
1774 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
1775 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
1776 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
) {
1778 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1779 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1780 SHADER_BUFFER
* buffer
= arg
->buffer
;
1781 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
1782 char src0_str
[100], src0_name
[50], src0_mask
[6], dst_mask
[6];
1783 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1784 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
1785 glsl_sample_function_t sample_function
;
1787 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1789 /* Perform the last matrix multiply operation */
1790 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_str
);
1792 /* Construct the eye-ray vector from w coordinates */
1793 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
1794 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
1796 /* Calculate reflection vector (Assume normal is normalized): RF = 2*(tmp0.tmp1)*tmp0-tmp1
1797 * This is equavalent to reflect(-tmp1, tmp0); */
1798 shader_addline(buffer
, "tmp0.xyz = reflect(-tmp1.xyz, tmp0.xyz);\n");
1800 shader_glsl_append_dst(buffer
, arg
);
1801 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1802 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
1804 /* Sample the texture using the calculated coordinates */
1805 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
1807 current_state
->current_row
= 0;
1810 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
1811 * Apply a fake bump map transform.
1812 * FIXME: Should apply the BUMPMAPENV matrix. For now, just sample the texture */
1813 void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
) {
1815 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1816 DWORD reg2
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1818 FIXME("Not applying the BUMPMAPENV matrix for pixel shader instruction texbem.\n");
1819 shader_addline(arg
->buffer
, "T%u = texture2D(Psampler%u, gl_TexCoord[%u].xy + T%u.xy);\n",
1820 reg1
, reg1
, reg1
, reg2
);
1823 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
1824 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
1825 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
) {
1829 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1832 shader_glsl_append_dst(arg
->buffer
, arg
);
1833 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1834 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, src0_reg
, src0_mask
, src0_str
);
1836 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx
, src0_reg
, dst_mask
);
1839 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
1840 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
1841 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
) {
1845 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1848 shader_glsl_append_dst(arg
->buffer
, arg
);
1849 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1850 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, src0_reg
, src0_mask
, src0_str
);
1852 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx
, src0_reg
, dst_mask
);
1855 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
1856 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
1857 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
) {
1862 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1863 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
1864 glsl_sample_function_t sample_function
;
1866 shader_glsl_append_dst(arg
->buffer
, arg
);
1867 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1868 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
1869 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, src0_reg
, src0_mask
, src0_str
);
1871 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n", sample_function
.name
, sampler_idx
, src0_str
, dst_mask
);
1874 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
1875 * If any of the first 3 components are < 0, discard this pixel */
1876 void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
) {
1877 glsl_dst_param_t dst_param
;
1879 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
1880 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
1883 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
1884 * dst = dot2(src0, src1) + src2 */
1885 void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
) {
1886 char src0_str
[100], src1_str
[100], src2_str
[100];
1887 char src0_reg
[50], src1_reg
[50], src2_reg
[50];
1888 char src0_mask
[6], src1_mask
[6], src2_mask
[6];
1892 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1893 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1895 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, src0_reg
, src0_mask
, src0_str
);
1896 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, src1_reg
, src1_mask
, src1_str
);
1897 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], WINED3DSP_WRITEMASK_0
, src2_reg
, src2_mask
, src2_str
);
1899 shader_addline(arg
->buffer
, "dot(%s, %s) + %s);\n", src0_str
, src1_str
, src2_str
);
1902 void pshader_glsl_input_pack(
1903 SHADER_BUFFER
* buffer
,
1904 semantic
* semantics_in
) {
1908 for (i
= 0; i
< MAX_REG_INPUT
; i
++) {
1910 DWORD usage_token
= semantics_in
[i
].usage
;
1911 DWORD register_token
= semantics_in
[i
].reg
;
1912 DWORD usage
, usage_idx
;
1916 if (!usage_token
) continue;
1917 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
1918 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
1919 shader_glsl_get_write_mask(register_token
, reg_mask
);
1923 case D3DDECLUSAGE_COLOR
:
1925 shader_addline(buffer
, "IN%u%s = vec4(gl_Color)%s;\n",
1926 i
, reg_mask
, reg_mask
);
1927 else if (usage_idx
== 1)
1928 shader_addline(buffer
, "IN%u%s = vec4(gl_SecondaryColor)%s;\n",
1929 i
, reg_mask
, reg_mask
);
1931 shader_addline(buffer
, "IN%u%s = vec4(unsupported_color_input)%s;\n",
1932 i
, reg_mask
, reg_mask
);
1935 case D3DDECLUSAGE_TEXCOORD
:
1936 shader_addline(buffer
, "IN%u%s = vec4(gl_TexCoord[%u])%s;\n",
1937 i
, reg_mask
, usage_idx
, reg_mask
);
1940 case D3DDECLUSAGE_FOG
:
1941 shader_addline(buffer
, "IN%u%s = vec4(gl_FogFragCoord)%s;\n",
1942 i
, reg_mask
, reg_mask
);
1946 shader_addline(buffer
, "IN%u%s = vec4(unsupported_input)%s;\n",
1947 i
, reg_mask
, reg_mask
);
1952 /*********************************************
1953 * Vertex Shader Specific Code begins here
1954 ********************************************/
1956 void vshader_glsl_output_unpack(
1957 SHADER_BUFFER
* buffer
,
1958 semantic
* semantics_out
) {
1962 for (i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
1964 DWORD usage_token
= semantics_out
[i
].usage
;
1965 DWORD register_token
= semantics_out
[i
].reg
;
1966 DWORD usage
, usage_idx
;
1970 if (!usage_token
) continue;
1972 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
1973 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
1974 shader_glsl_get_write_mask(register_token
, reg_mask
);
1978 case D3DDECLUSAGE_COLOR
:
1980 shader_addline(buffer
, "gl_FrontColor%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1981 else if (usage_idx
== 1)
1982 shader_addline(buffer
, "gl_FrontSecondaryColor%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1984 shader_addline(buffer
, "unsupported_color_output%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1987 case D3DDECLUSAGE_POSITION
:
1988 shader_addline(buffer
, "gl_Position%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1991 case D3DDECLUSAGE_TEXCOORD
:
1992 shader_addline(buffer
, "gl_TexCoord[%u]%s = OUT%u%s;\n",
1993 usage_idx
, reg_mask
, i
, reg_mask
);
1996 case WINED3DSHADERDECLUSAGE_PSIZE
:
1997 shader_addline(buffer
, "gl_PointSize = OUT%u.x;\n", i
);
2000 case WINED3DSHADERDECLUSAGE_FOG
:
2001 shader_addline(buffer
, "gl_FogFragCoord%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2005 shader_addline(buffer
, "unsupported_output%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2010 /** Attach a GLSL pixel or vertex shader object to the shader program */
2011 static void attach_glsl_shader(IWineD3DDevice
*iface
, IWineD3DBaseShader
* shader
) {
2012 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2013 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
2014 GLhandleARB shaderObj
= ((IWineD3DBaseShaderImpl
*)shader
)->baseShader
.prgId
;
2015 if (This
->stateBlock
->glsl_program
&& shaderObj
!= 0) {
2016 TRACE("Attaching GLSL shader object %u to program %u\n", shaderObj
, This
->stateBlock
->glsl_program
->programId
);
2017 GL_EXTCALL(glAttachObjectARB(This
->stateBlock
->glsl_program
->programId
, shaderObj
));
2018 checkGLcall("glAttachObjectARB");
2022 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
2023 * It sets the programId on the current StateBlock (because it should be called
2024 * inside of the DrawPrimitive() part of the render loop).
2026 * If a program for the given combination does not exist, create one, and store
2027 * the program in the list. If it creates a program, it will link the given
2030 * We keep the shader programs around on a list because linking
2031 * shader objects together is an expensive operation. It's much
2032 * faster to loop through a list of pre-compiled & linked programs
2033 * each time that the application sets a new pixel or vertex shader
2034 * than it is to re-link them together at that time.
2036 * The list will be deleted in IWineD3DDevice::Release().
2038 static void set_glsl_shader_program(IWineD3DDevice
*iface
) {
2039 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2040 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
2041 IWineD3DPixelShader
*pshader
= This
->stateBlock
->pixelShader
;
2042 IWineD3DVertexShader
*vshader
= This
->stateBlock
->vertexShader
;
2043 struct glsl_shader_prog_link
*curLink
= NULL
;
2044 struct glsl_shader_prog_link
*newLink
= NULL
;
2045 struct list
*ptr
= NULL
;
2046 GLhandleARB programId
= 0;
2050 ptr
= list_head( &This
->glsl_shader_progs
);
2052 /* At least one program exists - see if it matches our ps/vs combination */
2053 curLink
= LIST_ENTRY( ptr
, struct glsl_shader_prog_link
, entry
);
2054 if (vshader
== curLink
->vertexShader
&& pshader
== curLink
->pixelShader
) {
2055 /* Existing Program found, use it */
2056 TRACE("Found existing program (%u) for this vertex/pixel shader combination\n",
2057 curLink
->programId
);
2058 This
->stateBlock
->glsl_program
= curLink
;
2061 /* This isn't the entry we need - try the next one */
2062 ptr
= list_next( &This
->glsl_shader_progs
, ptr
);
2065 /* If we get to this point, then no matching program exists, so we create one */
2066 programId
= GL_EXTCALL(glCreateProgramObjectARB());
2067 TRACE("Created new GLSL shader program %u\n", programId
);
2069 /* Allocate a new link for the list of programs */
2070 newLink
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
2071 newLink
->programId
= programId
;
2072 This
->stateBlock
->glsl_program
= newLink
;
2074 /* Attach GLSL vshader */
2075 if (NULL
!= vshader
&& This
->vs_selected_mode
== SHADER_GLSL
) {
2077 int max_attribs
= 16; /* TODO: Will this always be the case? It is at the moment... */
2080 TRACE("Attaching vertex shader to GLSL program\n");
2081 attach_glsl_shader(iface
, (IWineD3DBaseShader
*)vshader
);
2083 /* Bind vertex attributes to a corresponding index number to match
2084 * the same index numbers as ARB_vertex_programs (makes loading
2085 * vertex attributes simpler). With this method, we can use the
2086 * exact same code to load the attributes later for both ARB and
2089 * We have to do this here because we need to know the Program ID
2090 * in order to make the bindings work, and it has to be done prior
2091 * to linking the GLSL program. */
2092 for (i
= 0; i
< max_attribs
; ++i
) {
2093 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%i", i
);
2094 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
2096 checkGLcall("glBindAttribLocationARB");
2097 newLink
->vertexShader
= vshader
;
2100 /* Attach GLSL pshader */
2101 if (NULL
!= pshader
&& This
->ps_selected_mode
== SHADER_GLSL
) {
2102 TRACE("Attaching pixel shader to GLSL program\n");
2103 attach_glsl_shader(iface
, (IWineD3DBaseShader
*)pshader
);
2104 newLink
->pixelShader
= pshader
;
2107 /* Link the program */
2108 TRACE("Linking GLSL shader program %u\n", programId
);
2109 GL_EXTCALL(glLinkProgramARB(programId
));
2110 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
2111 list_add_head( &This
->glsl_shader_progs
, &newLink
->entry
);
2113 newLink
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
2114 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
2115 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
2116 newLink
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
2118 newLink
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
2119 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
2120 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
2121 newLink
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
2127 static GLhandleARB
create_glsl_blt_shader(WineD3D_GL_Info
*gl_info
) {
2128 GLhandleARB program_id
;
2129 GLhandleARB vshader_id
, pshader_id
;
2130 const char *blt_vshader
[] = {
2133 " gl_Position = gl_Vertex;\n"
2134 " gl_FrontColor = vec4(1.0);\n"
2135 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
2136 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
2140 const char *blt_pshader
[] = {
2141 "uniform sampler2D sampler;\n"
2144 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
2148 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
2149 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
2150 GL_EXTCALL(glCompileShaderARB(vshader_id
));
2152 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
2153 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, blt_pshader
, NULL
));
2154 GL_EXTCALL(glCompileShaderARB(pshader_id
));
2156 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
2157 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
2158 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
2159 GL_EXTCALL(glLinkProgramARB(program_id
));
2161 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
2166 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
2167 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2168 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
2169 GLhandleARB program_id
= 0;
2171 if (useVS
|| usePS
) set_glsl_shader_program(iface
);
2172 else This
->stateBlock
->glsl_program
= NULL
;
2174 program_id
= This
->stateBlock
->glsl_program
? This
->stateBlock
->glsl_program
->programId
: 0;
2175 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
2176 GL_EXTCALL(glUseProgramObjectARB(program_id
));
2177 checkGLcall("glUseProgramObjectARB");
2180 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
) {
2181 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2182 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
2183 static GLhandleARB program_id
= 0;
2184 static GLhandleARB loc
= -1;
2187 program_id
= create_glsl_blt_shader(gl_info
);
2188 loc
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "sampler"));
2191 GL_EXTCALL(glUseProgramObjectARB(program_id
));
2192 GL_EXTCALL(glUniform1iARB(loc
, 0));
2195 static void shader_glsl_cleanup(BOOL usePS
, BOOL useVS
) {
2199 const shader_backend_t glsl_shader_backend
= {
2200 &shader_glsl_select
,
2201 &shader_glsl_select_depth_blt
,
2202 &shader_glsl_load_constants
,
2203 &shader_glsl_cleanup