msxml3: Add missing values for get_nodeName.
[wine.git] / dlls / wined3d / glsl_shader.c
blob42454c36c65686c6154591b47f26393be0ffbfed
1 /*
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.
30 #include "config.h"
31 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
37 #define GLINFO_LOCATION (*gl_info)
39 typedef struct {
40 char reg_name[50];
41 char mask_str[6];
42 } glsl_dst_param_t;
44 typedef struct {
45 char reg_name[50];
46 char param_str[100];
47 } glsl_src_param_t;
49 typedef struct {
50 const char *name;
51 DWORD coord_mask;
52 } glsl_sample_function_t;
54 /** Prints the GLSL info log which will contain error messages if they exist */
55 void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
57 int infologLength = 0;
58 char *infoLog;
59 int i;
60 BOOL is_spam;
62 const char *spam[] = {
63 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
64 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
65 "Fragment shader(s) linked, vertex shader(s) linked." /* fglrx, no \n */
68 GL_EXTCALL(glGetObjectParameterivARB(obj,
69 GL_OBJECT_INFO_LOG_LENGTH_ARB,
70 &infologLength));
72 /* A size of 1 is just a null-terminated string, so the log should be bigger than
73 * that if there are errors. */
74 if (infologLength > 1)
76 infoLog = HeapAlloc(GetProcessHeap(), 0, infologLength);
77 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
78 is_spam = FALSE;
80 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
81 if(strcmp(infoLog, spam[i]) == 0) {
82 is_spam = TRUE;
83 break;
86 if(is_spam) {
87 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
88 } else {
89 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
91 HeapFree(GetProcessHeap(), 0, infoLog);
95 /**
96 * Loads (pixel shader) samplers
98 static void shader_glsl_load_psamplers(
99 WineD3D_GL_Info *gl_info,
100 IWineD3DStateBlock* iface,
101 GLhandleARB programId) {
103 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
104 GLhandleARB name_loc;
105 int i;
106 char sampler_name[20];
108 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
109 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
110 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
111 if (name_loc != -1) {
112 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
113 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(fragment_samplers)) {
114 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
115 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
116 checkGLcall("glUniform1iARB");
117 } else {
118 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
124 static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface, GLhandleARB programId) {
125 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
126 GLhandleARB name_loc;
127 char sampler_name[20];
128 int i;
130 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
131 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
132 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
133 if (name_loc != -1) {
134 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
135 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(combined_samplers)) {
136 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
137 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
138 checkGLcall("glUniform1iARB");
139 } else {
140 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
146 /**
147 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
148 * When constant_list == NULL, it will load all the constants.
150 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
151 unsigned int max_constants, float* constants, GLhandleARB *constant_locations,
152 struct list *constant_list) {
153 constants_entry *constant;
154 local_constant* lconst;
155 GLhandleARB tmp_loc;
156 DWORD i, j, k;
157 DWORD *idx;
159 if (TRACE_ON(d3d_shader)) {
160 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
161 idx = constant->idx;
162 j = constant->count;
163 while (j--) {
164 i = *idx++;
165 tmp_loc = constant_locations[i];
166 if (tmp_loc != -1) {
167 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
168 constants[i * 4 + 0], constants[i * 4 + 1],
169 constants[i * 4 + 2], constants[i * 4 + 3]);
175 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
176 if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
177 shader_is_pshader_version(This->baseShader.hex_version)) {
178 float lcl_const[4];
180 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
181 idx = constant->idx;
182 j = constant->count;
183 while (j--) {
184 i = *idx++;
185 tmp_loc = constant_locations[i];
186 if (tmp_loc != -1) {
187 /* We found this uniform name in the program - go ahead and send the data */
188 k = i * 4;
189 if(constants[k + 0] < -1.0) lcl_const[0] = -1.0;
190 else if(constants[k + 0] > 1.0) lcl_const[0] = 1.0;
191 else lcl_const[0] = constants[k + 0];
192 if(constants[k + 1] < -1.0) lcl_const[1] = -1.0;
193 else if(constants[k + 1] > 1.0) lcl_const[1] = 1.0;
194 else lcl_const[1] = constants[k + 1];
195 if(constants[k + 2] < -1.0) lcl_const[2] = -1.0;
196 else if(constants[k + 2] > 1.0) lcl_const[2] = 1.0;
197 else lcl_const[2] = constants[k + 2];
198 if(constants[k + 3] < -1.0) lcl_const[3] = -1.0;
199 else if(constants[k + 3] > 1.0) lcl_const[3] = 1.0;
200 else lcl_const[3] = constants[k + 3];
202 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, lcl_const));
206 } else {
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 /* We found this uniform name in the program - go ahead and send the data */
215 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
220 checkGLcall("glUniform4fvARB()");
222 if(!This->baseShader.load_local_constsF) {
223 TRACE("No need to load local float constants for this shader\n");
224 return;
227 /* Load immediate constants */
228 if (TRACE_ON(d3d_shader)) {
229 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
230 tmp_loc = constant_locations[lconst->idx];
231 if (tmp_loc != -1) {
232 GLfloat* values = (GLfloat*)lconst->value;
233 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
234 values[0], values[1], values[2], values[3]);
238 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
239 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
240 tmp_loc = constant_locations[lconst->idx];
241 if (tmp_loc != -1) {
242 /* We found this uniform name in the program - go ahead and send the data */
243 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value));
246 checkGLcall("glUniform4fvARB()");
249 /**
250 * Loads integer constants (aka uniforms) into the currently set GLSL program.
251 * When @constants_set == NULL, it will load all the constants.
253 static void shader_glsl_load_constantsI(
254 IWineD3DBaseShaderImpl* This,
255 WineD3D_GL_Info *gl_info,
256 GLhandleARB programId,
257 GLhandleARB locations[MAX_CONST_I],
258 unsigned max_constants,
259 int* constants,
260 BOOL* constants_set) {
262 int i;
263 struct list* ptr;
265 for (i=0; i<max_constants; ++i) {
266 if (NULL == constants_set || constants_set[i]) {
268 TRACE_(d3d_constants)("Loading constants %i: %i, %i, %i, %i\n",
269 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
271 /* We found this uniform name in the program - go ahead and send the data */
272 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
273 checkGLcall("glUniform4ivARB");
277 /* Load immediate constants */
278 ptr = list_head(&This->baseShader.constantsI);
279 while (ptr) {
280 local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
281 unsigned int idx = lconst->idx;
282 GLint* values = (GLint*) lconst->value;
284 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
285 values[0], values[1], values[2], values[3]);
287 /* We found this uniform name in the program - go ahead and send the data */
288 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
289 checkGLcall("glUniform4ivARB");
290 ptr = list_next(&This->baseShader.constantsI, ptr);
294 /**
295 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
296 * When @constants_set == NULL, it will load all the constants.
298 static void shader_glsl_load_constantsB(
299 IWineD3DBaseShaderImpl* This,
300 WineD3D_GL_Info *gl_info,
301 GLhandleARB programId,
302 unsigned max_constants,
303 BOOL* constants,
304 BOOL* constants_set) {
306 GLhandleARB tmp_loc;
307 int i;
308 char tmp_name[8];
309 char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
310 const char* prefix = is_pshader? "PB":"VB";
311 struct list* ptr;
313 for (i=0; i<max_constants; ++i) {
314 if (NULL == constants_set || constants_set[i]) {
316 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
318 /* TODO: Benchmark and see if it would be beneficial to store the
319 * locations of the constants to avoid looking up each time */
320 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
321 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
322 if (tmp_loc != -1) {
323 /* We found this uniform name in the program - go ahead and send the data */
324 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
325 checkGLcall("glUniform1ivARB");
330 /* Load immediate constants */
331 ptr = list_head(&This->baseShader.constantsB);
332 while (ptr) {
333 local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
334 unsigned int idx = lconst->idx;
335 GLint* values = (GLint*) lconst->value;
337 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
339 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
340 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
341 if (tmp_loc != -1) {
342 /* We found this uniform name in the program - go ahead and send the data */
343 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
344 checkGLcall("glUniform1ivARB");
346 ptr = list_next(&This->baseShader.constantsB, ptr);
353 * Loads the app-supplied constants into the currently set GLSL program.
355 void shader_glsl_load_constants(
356 IWineD3DDevice* device,
357 char usePixelShader,
358 char useVertexShader) {
360 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
361 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
362 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
364 GLhandleARB *constant_locations;
365 struct list *constant_list;
366 GLhandleARB programId;
367 struct glsl_shader_prog_link *prog = stateBlock->glsl_program;
369 if (!prog) {
370 /* No GLSL program set - nothing to do. */
371 return;
373 programId = prog->programId;
375 if (useVertexShader) {
376 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
378 constant_locations = prog->vuniformF_locations;
379 constant_list = &stateBlock->set_vconstantsF;
381 /* Load DirectX 9 float constants/uniforms for vertex shader */
382 shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
383 stateBlock->vertexShaderConstantF, constant_locations, constant_list);
385 /* Load DirectX 9 integer constants/uniforms for vertex shader */
386 shader_glsl_load_constantsI(vshader, gl_info, programId,
387 prog->vuniformI_locations, MAX_CONST_I,
388 stateBlock->vertexShaderConstantI,
389 stateBlock->changed.vertexShaderConstantsI);
391 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
392 shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
393 stateBlock->vertexShaderConstantB,
394 stateBlock->changed.vertexShaderConstantsB);
396 /* Upload the position fixup params */
397 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
398 checkGLcall("glUniform4fvARB");
401 if (usePixelShader) {
403 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
405 constant_locations = prog->puniformF_locations;
406 constant_list = &stateBlock->set_pconstantsF;
408 /* Load DirectX 9 float constants/uniforms for pixel shader */
409 shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
410 stateBlock->pixelShaderConstantF, constant_locations, constant_list);
412 /* Load DirectX 9 integer constants/uniforms for pixel shader */
413 shader_glsl_load_constantsI(pshader, gl_info, programId,
414 prog->puniformI_locations, MAX_CONST_I,
415 stateBlock->pixelShaderConstantI,
416 stateBlock->changed.pixelShaderConstantsI);
418 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
419 shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
420 stateBlock->pixelShaderConstantB,
421 stateBlock->changed.pixelShaderConstantsB);
423 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
424 * It can't be 0 for a valid texbem instruction.
426 if(((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat != -1) {
427 float *data = (float *) &stateBlock->textureState[(int) ((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat][WINED3DTSS_BUMPENVMAT00];
428 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location, 1, 0, data));
429 checkGLcall("glUniformMatrix2fvARB");
431 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
432 * is set too, so we can check that in the needsbumpmat check
434 if(((IWineD3DPixelShaderImpl *) pshader)->baseShader.reg_maps.luminanceparams != -1) {
435 int stage = ((IWineD3DPixelShaderImpl *) pshader)->baseShader.reg_maps.luminanceparams;
436 GLfloat *scale = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
437 GLfloat *offset = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
439 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location, 1, scale));
440 checkGLcall("glUniform1fvARB");
441 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location, 1, offset));
442 checkGLcall("glUniform1fvARB");
444 } else if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
445 !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
446 float comparison[4];
447 float mul_low[4];
449 if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
450 comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
451 comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
453 mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
454 mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
455 } else {
456 comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
457 comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
459 mul_low[0] = 1.0; mul_low[1] = 1.0;
460 mul_low[2] = 1.0; mul_low[3] = 1.0;
463 GL_EXTCALL(glUniform4fvARB(prog->srgb_comparison_location, 1, comparison));
464 GL_EXTCALL(glUniform4fvARB(prog->srgb_mul_low_location, 1, mul_low));
466 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
467 float correction_params[4];
468 if(deviceImpl->render_offscreen) {
469 correction_params[0] = 0.0;
470 correction_params[1] = 1.0;
471 } else {
472 /* position is window relative, not viewport relative */
473 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
474 correction_params[1] = -1.0;
476 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
481 /** Generate the variable & register declarations for the GLSL output target */
482 void shader_generate_glsl_declarations(
483 IWineD3DBaseShader *iface,
484 shader_reg_maps* reg_maps,
485 SHADER_BUFFER* buffer,
486 WineD3D_GL_Info* gl_info) {
488 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
489 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
490 int i;
491 unsigned int extra_constants_needed = 0;
492 local_constant* lconst;
494 /* There are some minor differences between pixel and vertex shaders */
495 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
496 char prefix = pshader ? 'P' : 'V';
498 /* Prototype the subroutines */
499 for (i = 0; i < This->baseShader.limits.label; i++) {
500 if (reg_maps->labels[i])
501 shader_addline(buffer, "void subroutine%u();\n", i);
504 /* Declare the constants (aka uniforms) */
505 if (This->baseShader.limits.constant_float > 0) {
506 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
507 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
508 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
511 if (This->baseShader.limits.constant_int > 0)
512 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
514 if (This->baseShader.limits.constant_bool > 0)
515 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
517 if(!pshader) {
518 shader_addline(buffer, "uniform vec4 posFixup;\n");
519 /* Predeclaration; This function is added at link time based on the pixel shader.
520 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
521 * that. We know the input to the reorder function at vertex shader compile time, so
522 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
523 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
524 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
525 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
526 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
527 * inout.
529 if(This->baseShader.hex_version >= WINED3DVS_VERSION(3, 0)) {
530 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
531 } else {
532 shader_addline(buffer, "void order_ps_input();\n");
534 } else {
535 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
537 if(reg_maps->bumpmat != -1) {
538 shader_addline(buffer, "uniform mat2 bumpenvmat;\n");
539 if(reg_maps->luminanceparams) {
540 shader_addline(buffer, "uniform float luminancescale;\n");
541 shader_addline(buffer, "uniform float luminanceoffset;\n");
542 extra_constants_needed++;
544 extra_constants_needed++;
547 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
548 ps_impl->srgb_enabled = 1;
549 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
550 shader_addline(buffer, "uniform vec4 srgb_mul_low;\n");
551 shader_addline(buffer, "uniform vec4 srgb_comparison;\n");
552 ps_impl->srgb_mode_hardcoded = 0;
553 extra_constants_needed++;
554 } else {
555 ps_impl->srgb_mode_hardcoded = 1;
556 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
557 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
558 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
559 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
561 } else {
562 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
564 /* Do not write any srgb fixup into the shader to save shader size and processing time.
565 * As a consequence, we can't toggle srgb write on without recompilation
567 ps_impl->srgb_enabled = 0;
568 ps_impl->srgb_mode_hardcoded = 1;
570 if(reg_maps->vpos || reg_maps->usesdsy) {
571 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
572 shader_addline(buffer, "uniform vec4 ycorrection;\n");
573 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
574 extra_constants_needed++;
575 } else {
576 /* This happens because we do not have proper tracking of the constant registers that are
577 * actually used, only the max limit of the shader version
579 FIXME("Cannot find a free uniform for vpos correction params\n");
580 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
581 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
582 device->render_offscreen ? 1.0 : -1.0);
584 shader_addline(buffer, "vec4 vpos;\n");
588 /* Declare texture samplers */
589 for (i = 0; i < This->baseShader.limits.sampler; i++) {
590 if (reg_maps->samplers[i]) {
592 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
593 switch (stype) {
595 case WINED3DSTT_1D:
596 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
597 break;
598 case WINED3DSTT_2D:
599 if(device->stateBlock->textures[i] &&
600 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
601 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
602 } else {
603 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
605 break;
606 case WINED3DSTT_CUBE:
607 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
608 break;
609 case WINED3DSTT_VOLUME:
610 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
611 break;
612 default:
613 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
614 FIXME("Unrecognized sampler type: %#x\n", stype);
615 break;
620 /* Declare address variables */
621 for (i = 0; i < This->baseShader.limits.address; i++) {
622 if (reg_maps->address[i])
623 shader_addline(buffer, "ivec4 A%d;\n", i);
626 /* Declare texture coordinate temporaries and initialize them */
627 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
628 if (reg_maps->texcoord[i])
629 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
632 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
633 * helper function shader that is linked in at link time
635 if(pshader && This->baseShader.hex_version >= WINED3DPS_VERSION(3, 0)) {
636 if(use_vs(device)) {
637 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
638 } else {
639 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
640 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
641 * pixel shader that reads the fixed function color into the packed input registers.
643 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
647 /* Declare output register temporaries */
648 if(This->baseShader.limits.packed_output) {
649 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
652 /* Declare temporary variables */
653 for(i = 0; i < This->baseShader.limits.temporary; i++) {
654 if (reg_maps->temporary[i])
655 shader_addline(buffer, "vec4 R%u;\n", i);
658 /* Declare attributes */
659 for (i = 0; i < This->baseShader.limits.attributes; i++) {
660 if (reg_maps->attributes[i])
661 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
664 /* Declare loop registers aLx */
665 for (i = 0; i < reg_maps->loop_depth; i++) {
666 shader_addline(buffer, "int aL%u;\n", i);
667 shader_addline(buffer, "int tmpInt%u;\n", i);
670 /* Temporary variables for matrix operations */
671 shader_addline(buffer, "vec4 tmp0;\n");
672 shader_addline(buffer, "vec4 tmp1;\n");
674 /* Hardcodable local constants */
675 if(!This->baseShader.load_local_constsF) {
676 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
677 float *value = (float *) lconst->value;
678 shader_addline(buffer, "const vec4 LC%u = vec4(%f, %f, %f, %f);\n", lconst->idx,
679 value[0], value[1], value[2], value[3]);
683 /* Start the main program */
684 shader_addline(buffer, "void main() {\n");
685 if(pshader && reg_maps->vpos) {
686 shader_addline(buffer, "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1) - 0.5;\n");
690 /*****************************************************************************
691 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
693 * For more information, see http://wiki.winehq.org/DirectX-Shaders
694 ****************************************************************************/
696 /* Prototypes */
697 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
698 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
700 /** Used for opcode modifiers - They multiply the result by the specified amount */
701 static const char * const shift_glsl_tab[] = {
702 "", /* 0 (none) */
703 "2.0 * ", /* 1 (x2) */
704 "4.0 * ", /* 2 (x4) */
705 "8.0 * ", /* 3 (x8) */
706 "16.0 * ", /* 4 (x16) */
707 "32.0 * ", /* 5 (x32) */
708 "", /* 6 (x64) */
709 "", /* 7 (x128) */
710 "", /* 8 (d256) */
711 "", /* 9 (d128) */
712 "", /* 10 (d64) */
713 "", /* 11 (d32) */
714 "0.0625 * ", /* 12 (d16) */
715 "0.125 * ", /* 13 (d8) */
716 "0.25 * ", /* 14 (d4) */
717 "0.5 * " /* 15 (d2) */
720 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
721 static void shader_glsl_gen_modifier (
722 const DWORD instr,
723 const char *in_reg,
724 const char *in_regswizzle,
725 char *out_str) {
727 out_str[0] = 0;
729 if (instr == WINED3DSIO_TEXKILL)
730 return;
732 switch (instr & WINED3DSP_SRCMOD_MASK) {
733 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
734 case WINED3DSPSM_DW:
735 case WINED3DSPSM_NONE:
736 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
737 break;
738 case WINED3DSPSM_NEG:
739 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
740 break;
741 case WINED3DSPSM_NOT:
742 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
743 break;
744 case WINED3DSPSM_BIAS:
745 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
746 break;
747 case WINED3DSPSM_BIASNEG:
748 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
749 break;
750 case WINED3DSPSM_SIGN:
751 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
752 break;
753 case WINED3DSPSM_SIGNNEG:
754 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
755 break;
756 case WINED3DSPSM_COMP:
757 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
758 break;
759 case WINED3DSPSM_X2:
760 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
761 break;
762 case WINED3DSPSM_X2NEG:
763 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
764 break;
765 case WINED3DSPSM_ABS:
766 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
767 break;
768 case WINED3DSPSM_ABSNEG:
769 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
770 break;
771 default:
772 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
773 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
777 static BOOL constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
778 local_constant* lconst;
780 if(This->baseShader.load_local_constsF) return FALSE;
781 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
782 if(lconst->idx == reg) return TRUE;
784 return FALSE;
788 /** Writes the GLSL variable name that corresponds to the register that the
789 * DX opcode parameter is trying to access */
790 static void shader_glsl_get_register_name(
791 const DWORD param,
792 const DWORD addr_token,
793 char* regstr,
794 BOOL* is_color,
795 SHADER_OPCODE_ARG* arg) {
797 /* oPos, oFog and oPts in D3D */
798 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
800 DWORD reg = param & WINED3DSP_REGNUM_MASK;
801 DWORD regtype = shader_get_regtype(param);
802 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
803 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
804 WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
806 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
807 char tmpStr[50];
809 *is_color = FALSE;
811 switch (regtype) {
812 case WINED3DSPR_TEMP:
813 sprintf(tmpStr, "R%u", reg);
814 break;
815 case WINED3DSPR_INPUT:
816 if (pshader) {
817 /* Pixel shaders >= 3.0 */
818 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
819 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
820 glsl_src_param_t rel_param;
821 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
823 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
824 * operation there
826 if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
827 sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str,
828 ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
829 } else {
830 sprintf(tmpStr, "IN[%s]", rel_param.param_str);
832 } else {
833 sprintf(tmpStr, "IN[%u]",
834 ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
836 } else {
837 if (reg==0)
838 strcpy(tmpStr, "gl_Color");
839 else
840 strcpy(tmpStr, "gl_SecondaryColor");
842 } else {
843 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
844 *is_color = TRUE;
845 sprintf(tmpStr, "attrib%u", reg);
847 break;
848 case WINED3DSPR_CONST:
850 const char* prefix = pshader? "PC":"VC";
852 /* Relative addressing */
853 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
855 /* Relative addressing on shaders 2.0+ have a relative address token,
856 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
857 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
858 glsl_src_param_t rel_param;
859 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
860 if(reg) {
861 sprintf(tmpStr, "%s[%s + %u]", prefix, rel_param.param_str, reg);
862 } else {
863 sprintf(tmpStr, "%s[%s]", prefix, rel_param.param_str);
865 } else {
866 if(reg) {
867 sprintf(tmpStr, "%s[A0.x + %u]", prefix, reg);
868 } else {
869 sprintf(tmpStr, "%s[A0.x]", prefix);
873 } else {
874 if(constant_is_local(This, reg)) {
875 sprintf(tmpStr, "LC%u", reg);
876 } else {
877 sprintf(tmpStr, "%s[%u]", prefix, reg);
881 break;
883 case WINED3DSPR_CONSTINT:
884 if (pshader)
885 sprintf(tmpStr, "PI[%u]", reg);
886 else
887 sprintf(tmpStr, "VI[%u]", reg);
888 break;
889 case WINED3DSPR_CONSTBOOL:
890 if (pshader)
891 sprintf(tmpStr, "PB[%u]", reg);
892 else
893 sprintf(tmpStr, "VB[%u]", reg);
894 break;
895 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
896 if (pshader) {
897 sprintf(tmpStr, "T%u", reg);
898 } else {
899 sprintf(tmpStr, "A%u", reg);
901 break;
902 case WINED3DSPR_LOOP:
903 sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
904 break;
905 case WINED3DSPR_SAMPLER:
906 if (pshader)
907 sprintf(tmpStr, "Psampler%u", reg);
908 else
909 sprintf(tmpStr, "Vsampler%u", reg);
910 break;
911 case WINED3DSPR_COLOROUT:
912 if (reg >= GL_LIMITS(buffers)) {
913 WARN("Write to render target %u, only %d supported\n", reg, 4);
915 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
916 sprintf(tmpStr, "gl_FragData[%u]", reg);
917 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
918 sprintf(tmpStr, "gl_FragColor");
920 break;
921 case WINED3DSPR_RASTOUT:
922 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
923 break;
924 case WINED3DSPR_DEPTHOUT:
925 sprintf(tmpStr, "gl_FragDepth");
926 break;
927 case WINED3DSPR_ATTROUT:
928 if (reg == 0) {
929 sprintf(tmpStr, "gl_FrontColor");
930 } else {
931 sprintf(tmpStr, "gl_FrontSecondaryColor");
933 break;
934 case WINED3DSPR_TEXCRDOUT:
935 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
936 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
937 sprintf(tmpStr, "OUT[%u]", reg);
938 else
939 sprintf(tmpStr, "gl_TexCoord[%u]", reg);
940 break;
941 case WINED3DSPR_MISCTYPE:
942 if (reg == 0) {
943 /* vPos */
944 sprintf(tmpStr, "vpos");
945 } else if (reg == 1){
946 /* Note that gl_FrontFacing is a bool, while vFace is
947 * a float for which the sign determines front/back
949 sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
950 } else {
951 FIXME("Unhandled misctype register %d\n", reg);
952 sprintf(tmpStr, "unrecognized_register");
954 break;
955 default:
956 FIXME("Unhandled register name Type(%d)\n", regtype);
957 sprintf(tmpStr, "unrecognized_register");
958 break;
961 strcat(regstr, tmpStr);
964 /* Get the GLSL write mask for the destination register */
965 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
966 char *ptr = write_mask;
967 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
969 if (shader_is_scalar(param)) {
970 mask = WINED3DSP_WRITEMASK_0;
971 } else {
972 *ptr++ = '.';
973 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
974 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
975 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
976 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
979 *ptr = '\0';
981 return mask;
984 static size_t shader_glsl_get_write_mask_size(DWORD write_mask) {
985 size_t size = 0;
987 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
988 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
989 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
990 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
992 return size;
995 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
996 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
997 * but addressed as "rgba". To fix this we need to swap the register's x
998 * and z components. */
999 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1000 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1001 char *ptr = swizzle_str;
1003 if (!shader_is_scalar(param)) {
1004 *ptr++ = '.';
1005 /* swizzle bits fields: wwzzyyxx */
1006 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
1007 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
1008 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
1009 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
1012 *ptr = '\0';
1015 /* From a given parameter token, generate the corresponding GLSL string.
1016 * Also, return the actual register name and swizzle in case the
1017 * caller needs this information as well. */
1018 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
1019 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param) {
1020 BOOL is_color = FALSE;
1021 char swizzle_str[6];
1023 src_param->reg_name[0] = '\0';
1024 src_param->param_str[0] = '\0';
1025 swizzle_str[0] = '\0';
1027 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
1029 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
1030 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
1033 /* From a given parameter token, generate the corresponding GLSL string.
1034 * Also, return the actual register name and swizzle in case the
1035 * caller needs this information as well. */
1036 static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param,
1037 const DWORD addr_token, glsl_dst_param_t *dst_param) {
1038 BOOL is_color = FALSE;
1040 dst_param->mask_str[0] = '\0';
1041 dst_param->reg_name[0] = '\0';
1043 shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
1044 return shader_glsl_get_write_mask(param, dst_param->mask_str);
1047 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1048 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg, const DWORD param) {
1049 glsl_dst_param_t dst_param;
1050 DWORD mask;
1051 int shift;
1053 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
1055 if(mask) {
1056 shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1057 shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
1060 return mask;
1063 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1064 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg) {
1065 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
1068 /** Process GLSL instruction modifiers */
1069 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
1071 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
1073 if (arg->opcode->dst_token && mask != 0) {
1074 glsl_dst_param_t dst_param;
1076 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1078 if (mask & WINED3DSPDM_SATURATE) {
1079 /* _SAT means to clamp the value of the register to between 0 and 1 */
1080 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1081 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1083 if (mask & WINED3DSPDM_MSAMPCENTROID) {
1084 FIXME("_centroid modifier not handled\n");
1086 if (mask & WINED3DSPDM_PARTIALPRECISION) {
1087 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1092 static inline const char* shader_get_comp_op(
1093 const DWORD opcode) {
1095 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1096 switch (op) {
1097 case COMPARISON_GT: return ">";
1098 case COMPARISON_EQ: return "==";
1099 case COMPARISON_GE: return ">=";
1100 case COMPARISON_LT: return "<";
1101 case COMPARISON_NE: return "!=";
1102 case COMPARISON_LE: return "<=";
1103 default:
1104 FIXME("Unrecognized comparison value: %u\n", op);
1105 return "(\?\?)";
1109 static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, glsl_sample_function_t *sample_function) {
1110 /* Note that there's no such thing as a projected cube texture. */
1111 switch(sampler_type) {
1112 case WINED3DSTT_1D:
1113 sample_function->name = projected ? "texture1DProj" : "texture1D";
1114 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1115 break;
1116 case WINED3DSTT_2D:
1117 if(texrect) {
1118 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1119 } else {
1120 sample_function->name = projected ? "texture2DProj" : "texture2D";
1122 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1123 break;
1124 case WINED3DSTT_CUBE:
1125 sample_function->name = "textureCube";
1126 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1127 break;
1128 case WINED3DSTT_VOLUME:
1129 sample_function->name = projected ? "texture3DProj" : "texture3D";
1130 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1131 break;
1132 default:
1133 sample_function->name = "";
1134 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1135 break;
1139 static void shader_glsl_color_correction(SHADER_OPCODE_ARG* arg) {
1140 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1141 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
1142 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
1143 glsl_dst_param_t dst_param;
1144 glsl_dst_param_t dst_param2;
1145 WINED3DFORMAT fmt;
1146 WINED3DFORMAT conversion_group;
1147 IWineD3DBaseTextureImpl *texture;
1148 DWORD mask, mask_size;
1149 UINT i;
1150 BOOL recorded = FALSE;
1151 DWORD sampler_idx;
1152 DWORD hex_version = shader->baseShader.hex_version;
1154 switch(arg->opcode->opcode) {
1155 case WINED3DSIO_TEX:
1156 if (hex_version < WINED3DPS_VERSION(2,0)) {
1157 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1158 } else {
1159 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
1161 break;
1163 case WINED3DSIO_TEXLDL:
1164 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
1165 return;
1167 case WINED3DSIO_TEXDP3TEX:
1168 case WINED3DSIO_TEXM3x3TEX:
1169 case WINED3DSIO_TEXM3x3SPEC:
1170 case WINED3DSIO_TEXM3x3VSPEC:
1171 case WINED3DSIO_TEXBEM:
1172 case WINED3DSIO_TEXREG2AR:
1173 case WINED3DSIO_TEXREG2GB:
1174 case WINED3DSIO_TEXREG2RGB:
1175 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1176 break;
1178 default:
1179 /* Not a texture sampling instruction, nothing to do */
1180 return;
1183 texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
1184 if(texture) {
1185 fmt = texture->resource.format;
1186 conversion_group = texture->baseTexture.shader_conversion_group;
1187 } else {
1188 fmt = WINED3DFMT_UNKNOWN;
1189 conversion_group = WINED3DFMT_UNKNOWN;
1192 /* before doing anything, record the sampler with the format in the format conversion list,
1193 * but check if it's not there already
1195 for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
1196 if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
1197 recorded = TRUE;
1198 break;
1201 if(!recorded) {
1202 shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
1203 shader->baseShader.num_sampled_samplers++;
1204 shader->baseShader.sampled_format[sampler_idx] = conversion_group;
1207 switch(fmt) {
1208 case WINED3DFMT_V8U8:
1209 case WINED3DFMT_V16U16:
1210 if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
1211 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
1212 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
1213 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_2, &dst_param);
1214 mask_size = shader_glsl_get_write_mask_size(mask);
1215 if(mask_size >= 3) {
1216 shader_addline(arg->buffer, "%s.%c = 1.0;\n", dst_param.reg_name, dst_param.mask_str[3]);
1218 } else {
1219 /* Correct the sign, but leave the blue as it is - it was loaded correctly already */
1220 mask = shader_glsl_add_dst_param(arg, arg->dst,
1221 WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1,
1222 &dst_param);
1223 mask_size = shader_glsl_get_write_mask_size(mask);
1224 if(mask_size >= 2) {
1225 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1226 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
1227 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
1228 } else if(mask_size == 1) {
1229 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str[1],
1230 dst_param.reg_name, dst_param.mask_str[1]);
1233 break;
1235 case WINED3DFMT_X8L8V8U8:
1236 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1237 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
1238 * and a(X) is always 1.0
1240 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
1241 mask_size = shader_glsl_get_write_mask_size(mask);
1242 if(mask_size >= 2) {
1243 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1244 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
1245 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
1246 } else if(mask_size == 1) {
1247 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1248 dst_param.reg_name, dst_param.mask_str[1],
1249 dst_param.reg_name, dst_param.mask_str[1]);
1252 break;
1254 case WINED3DFMT_L6V5U5:
1255 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1256 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
1257 mask_size = shader_glsl_get_write_mask_size(mask);
1258 shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_2, &dst_param2);
1259 if(mask_size >= 3) {
1260 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
1261 shader_addline(arg->buffer, "tmp0.g = %s.%c;\n",
1262 dst_param.reg_name, dst_param.mask_str[2]);
1263 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1264 dst_param.reg_name, dst_param.mask_str[2], dst_param.mask_str[1],
1265 dst_param2.reg_name, dst_param.mask_str[1], dst_param.mask_str[3]);
1266 shader_addline(arg->buffer, "%s.%c = tmp0.g;\n", dst_param.reg_name,
1267 dst_param.mask_str[3]);
1268 } else if(mask_size == 2) {
1269 /* This is bad: We have VL, but we need VU */
1270 FIXME("2 components sampled from a converted L6V5U5 texture\n");
1271 } else {
1272 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1273 dst_param.reg_name, dst_param.mask_str[1],
1274 dst_param2.reg_name, dst_param.mask_str[1]);
1277 break;
1279 case WINED3DFMT_Q8W8V8U8:
1280 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1281 /* Correct the sign in all channels. The writemask just applies as-is, no
1282 * need for checking the mask size
1284 shader_glsl_add_dst_param(arg, arg->dst,
1285 WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 |
1286 WINED3DSP_WRITEMASK_2 | WINED3DSP_WRITEMASK_3,
1287 &dst_param);
1288 shader_addline(arg->buffer, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str,
1289 dst_param.reg_name, dst_param.mask_str);
1291 break;
1293 /* stupid compiler */
1294 default:
1295 break;
1299 /*****************************************************************************
1301 * Begin processing individual instruction opcodes
1303 ****************************************************************************/
1305 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1306 void shader_glsl_arith(SHADER_OPCODE_ARG* arg) {
1307 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1308 SHADER_BUFFER* buffer = arg->buffer;
1309 glsl_src_param_t src0_param;
1310 glsl_src_param_t src1_param;
1311 DWORD write_mask;
1312 char op;
1314 /* Determine the GLSL operator to use based on the opcode */
1315 switch (curOpcode->opcode) {
1316 case WINED3DSIO_MUL: op = '*'; break;
1317 case WINED3DSIO_ADD: op = '+'; break;
1318 case WINED3DSIO_SUB: op = '-'; break;
1319 default:
1320 op = ' ';
1321 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1322 break;
1325 write_mask = shader_glsl_append_dst(buffer, arg);
1326 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1327 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1328 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1331 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1332 void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
1333 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1334 SHADER_BUFFER* buffer = arg->buffer;
1335 glsl_src_param_t src0_param;
1336 DWORD write_mask;
1338 write_mask = shader_glsl_append_dst(buffer, arg);
1339 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1341 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1342 * shader versions WINED3DSIO_MOVA is used for this. */
1343 if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 &&
1344 !shader_is_pshader_version(shader->baseShader.hex_version) &&
1345 shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)) {
1346 /* This is a simple floor() */
1347 size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
1348 if (mask_size > 1) {
1349 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1350 } else {
1351 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1353 } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
1354 /* We need to *round* to the nearest int here. */
1355 size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
1356 if (mask_size > 1) {
1357 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);
1358 } else {
1359 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1361 } else {
1362 shader_addline(buffer, "%s);\n", src0_param.param_str);
1366 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1367 void shader_glsl_dot(SHADER_OPCODE_ARG* arg) {
1368 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1369 SHADER_BUFFER* buffer = arg->buffer;
1370 glsl_src_param_t src0_param;
1371 glsl_src_param_t src1_param;
1372 DWORD dst_write_mask, src_write_mask;
1373 size_t dst_size = 0;
1375 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1376 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1378 /* dp3 works on vec3, dp4 on vec4 */
1379 if (curOpcode->opcode == WINED3DSIO_DP4) {
1380 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1381 } else {
1382 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1385 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
1386 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
1388 if (dst_size > 1) {
1389 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1390 } else {
1391 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1395 /* Note that this instruction has some restrictions. The destination write mask
1396 * can't contain the w component, and the source swizzles have to be .xyzw */
1397 void shader_glsl_cross(SHADER_OPCODE_ARG *arg) {
1398 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1399 glsl_src_param_t src0_param;
1400 glsl_src_param_t src1_param;
1401 char dst_mask[6];
1403 shader_glsl_get_write_mask(arg->dst, dst_mask);
1404 shader_glsl_append_dst(arg->buffer, arg);
1405 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1406 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1407 shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1410 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1411 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1412 * GLSL uses the value as-is. */
1413 void shader_glsl_pow(SHADER_OPCODE_ARG *arg) {
1414 SHADER_BUFFER *buffer = arg->buffer;
1415 glsl_src_param_t src0_param;
1416 glsl_src_param_t src1_param;
1417 DWORD dst_write_mask;
1418 size_t dst_size;
1420 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1421 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1423 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1424 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1426 if (dst_size > 1) {
1427 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1428 } else {
1429 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1433 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1434 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1435 * GLSL uses the value as-is. */
1436 void shader_glsl_log(SHADER_OPCODE_ARG *arg) {
1437 SHADER_BUFFER *buffer = arg->buffer;
1438 glsl_src_param_t src0_param;
1439 DWORD dst_write_mask;
1440 size_t dst_size;
1442 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1443 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1445 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1447 if (dst_size > 1) {
1448 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1449 } else {
1450 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1454 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1455 void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
1456 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1457 SHADER_BUFFER* buffer = arg->buffer;
1458 glsl_src_param_t src_param;
1459 const char *instruction;
1460 char arguments[256];
1461 DWORD write_mask;
1462 unsigned i;
1464 /* Determine the GLSL function to use based on the opcode */
1465 /* TODO: Possibly make this a table for faster lookups */
1466 switch (curOpcode->opcode) {
1467 case WINED3DSIO_MIN: instruction = "min"; break;
1468 case WINED3DSIO_MAX: instruction = "max"; break;
1469 case WINED3DSIO_ABS: instruction = "abs"; break;
1470 case WINED3DSIO_FRC: instruction = "fract"; break;
1471 case WINED3DSIO_NRM: instruction = "normalize"; break;
1472 case WINED3DSIO_LOGP:
1473 case WINED3DSIO_LOG: instruction = "log2"; break;
1474 case WINED3DSIO_EXP: instruction = "exp2"; break;
1475 case WINED3DSIO_SGN: instruction = "sign"; break;
1476 case WINED3DSIO_DSX: instruction = "dFdx"; break;
1477 case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
1478 default: instruction = "";
1479 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1480 break;
1483 write_mask = shader_glsl_append_dst(buffer, arg);
1485 arguments[0] = '\0';
1486 if (curOpcode->num_params > 0) {
1487 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
1488 strcat(arguments, src_param.param_str);
1489 for (i = 2; i < curOpcode->num_params; ++i) {
1490 strcat(arguments, ", ");
1491 shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
1492 strcat(arguments, src_param.param_str);
1496 shader_addline(buffer, "%s(%s));\n", instruction, arguments);
1499 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1500 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1501 * dst.x = 2^(floor(src))
1502 * dst.y = src - floor(src)
1503 * dst.z = 2^src (partial precision is allowed, but optional)
1504 * dst.w = 1.0;
1505 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1506 * dst = 2^src; (partial precision is allowed, but optional)
1508 void shader_glsl_expp(SHADER_OPCODE_ARG* arg) {
1509 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1510 glsl_src_param_t src_param;
1512 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1514 if (shader->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
1515 char dst_mask[6];
1517 shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1518 shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1519 shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1520 shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
1522 shader_glsl_append_dst(arg->buffer, arg);
1523 shader_glsl_get_write_mask(arg->dst, dst_mask);
1524 shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
1525 } else {
1526 DWORD write_mask;
1527 size_t mask_size;
1529 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1530 mask_size = shader_glsl_get_write_mask_size(write_mask);
1532 if (mask_size > 1) {
1533 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1534 } else {
1535 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1540 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1541 void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
1542 glsl_src_param_t src_param;
1543 DWORD write_mask;
1544 size_t mask_size;
1546 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1547 mask_size = shader_glsl_get_write_mask_size(write_mask);
1548 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1550 if (mask_size > 1) {
1551 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1552 } else {
1553 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1557 void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) {
1558 SHADER_BUFFER* buffer = arg->buffer;
1559 glsl_src_param_t src_param;
1560 DWORD write_mask;
1561 size_t mask_size;
1563 write_mask = shader_glsl_append_dst(buffer, arg);
1564 mask_size = shader_glsl_get_write_mask_size(write_mask);
1566 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1568 if (mask_size > 1) {
1569 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1570 } else {
1571 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1575 /** Process signed comparison opcodes in GLSL. */
1576 void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
1577 glsl_src_param_t src0_param;
1578 glsl_src_param_t src1_param;
1579 DWORD write_mask;
1580 size_t mask_size;
1582 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1583 mask_size = shader_glsl_get_write_mask_size(write_mask);
1584 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1585 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1587 if (mask_size > 1) {
1588 const char *compare;
1590 switch(arg->opcode->opcode) {
1591 case WINED3DSIO_SLT: compare = "lessThan"; break;
1592 case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
1593 default: compare = "";
1594 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1597 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1598 src0_param.param_str, src1_param.param_str);
1599 } else {
1600 switch(arg->opcode->opcode) {
1601 case WINED3DSIO_SLT:
1602 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1603 * to return 0.0 but step returns 1.0 because step is not < x
1604 * An alternative is a bvec compare padded with an unused second component.
1605 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1606 * issue. Playing with not() is not possible either because not() does not accept
1607 * a scalar.
1609 shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
1610 break;
1611 case WINED3DSIO_SGE:
1612 /* Here we can use the step() function and safe a conditional */
1613 shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1614 break;
1615 default:
1616 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1622 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1623 void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
1624 glsl_src_param_t src0_param;
1625 glsl_src_param_t src1_param;
1626 glsl_src_param_t src2_param;
1627 DWORD write_mask, cmp_channel = 0;
1628 unsigned int i, j;
1629 char mask_char[6];
1630 BOOL temp_destination = FALSE;
1632 DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
1633 DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1634 DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
1635 DWORD src0regtype = shader_get_regtype(arg->src[0]);
1636 DWORD src1regtype = shader_get_regtype(arg->src[1]);
1637 DWORD src2regtype = shader_get_regtype(arg->src[2]);
1638 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1639 DWORD dstregtype = shader_get_regtype(arg->dst);
1641 /* Cycle through all source0 channels */
1642 for (i=0; i<4; i++) {
1643 write_mask = 0;
1644 /* Find the destination channels which use the current source0 channel */
1645 for (j=0; j<4; j++) {
1646 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1647 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1648 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1652 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1653 * The first lines may overwrite source parameters of the following lines.
1654 * Deal with that by using a temporary destination register if needed
1656 if((src0reg == dstreg && src0regtype == dstregtype) ||
1657 (src1reg == dstreg && src1regtype == dstregtype) ||
1658 (src2reg == dstreg && src2regtype == dstregtype)) {
1660 write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
1661 if (!write_mask) continue;
1662 shader_addline(arg->buffer, "tmp0%s = (", mask_char);
1663 temp_destination = TRUE;
1664 } else {
1665 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1666 if (!write_mask) continue;
1669 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1670 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1671 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1673 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1674 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1677 if(temp_destination) {
1678 shader_glsl_get_write_mask(arg->dst, mask_char);
1679 shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
1680 shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
1685 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1686 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1687 * the compare is done per component of src0. */
1688 void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) {
1689 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1690 glsl_src_param_t src0_param;
1691 glsl_src_param_t src1_param;
1692 glsl_src_param_t src2_param;
1693 DWORD write_mask, cmp_channel = 0;
1694 unsigned int i, j;
1696 if (shader->baseShader.hex_version < WINED3DPS_VERSION(1, 4)) {
1697 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1698 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1699 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1700 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1702 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1703 if(arg->opcode_token & WINED3DSI_COISSUE) {
1704 shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
1705 } else {
1706 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1707 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1709 return;
1711 /* Cycle through all source0 channels */
1712 for (i=0; i<4; i++) {
1713 write_mask = 0;
1714 /* Find the destination channels which use the current source0 channel */
1715 for (j=0; j<4; j++) {
1716 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1717 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1718 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1721 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1722 if (!write_mask) continue;
1724 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1725 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1726 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1728 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1729 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1733 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1734 void shader_glsl_mad(SHADER_OPCODE_ARG* arg) {
1735 glsl_src_param_t src0_param;
1736 glsl_src_param_t src1_param;
1737 glsl_src_param_t src2_param;
1738 DWORD write_mask;
1740 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1741 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1742 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1743 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1744 shader_addline(arg->buffer, "(%s * %s) + %s);\n",
1745 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1748 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1749 Vertex shaders to GLSL codes */
1750 void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
1751 int i;
1752 int nComponents = 0;
1753 SHADER_OPCODE_ARG tmpArg;
1755 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1757 /* Set constants for the temporary argument */
1758 tmpArg.shader = arg->shader;
1759 tmpArg.buffer = arg->buffer;
1760 tmpArg.src[0] = arg->src[0];
1761 tmpArg.src_addr[0] = arg->src_addr[0];
1762 tmpArg.src_addr[1] = arg->src_addr[1];
1763 tmpArg.reg_maps = arg->reg_maps;
1765 switch(arg->opcode->opcode) {
1766 case WINED3DSIO_M4x4:
1767 nComponents = 4;
1768 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1769 break;
1770 case WINED3DSIO_M4x3:
1771 nComponents = 3;
1772 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1773 break;
1774 case WINED3DSIO_M3x4:
1775 nComponents = 4;
1776 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1777 break;
1778 case WINED3DSIO_M3x3:
1779 nComponents = 3;
1780 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1781 break;
1782 case WINED3DSIO_M3x2:
1783 nComponents = 2;
1784 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1785 break;
1786 default:
1787 break;
1790 for (i = 0; i < nComponents; i++) {
1791 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1792 tmpArg.src[1] = arg->src[1]+i;
1793 shader_glsl_dot(&tmpArg);
1798 The LRP instruction performs a component-wise linear interpolation
1799 between the second and third operands using the first operand as the
1800 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1801 This is equivalent to mix(src2, src1, src0);
1803 void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) {
1804 glsl_src_param_t src0_param;
1805 glsl_src_param_t src1_param;
1806 glsl_src_param_t src2_param;
1807 DWORD write_mask;
1809 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1811 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1812 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1813 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1815 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
1816 src2_param.param_str, src1_param.param_str, src0_param.param_str);
1819 /** Process the WINED3DSIO_LIT instruction in GLSL:
1820 * dst.x = dst.w = 1.0
1821 * dst.y = (src0.x > 0) ? src0.x
1822 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1823 * where src.w is clamped at +- 128
1825 void shader_glsl_lit(SHADER_OPCODE_ARG* arg) {
1826 glsl_src_param_t src0_param;
1827 glsl_src_param_t src1_param;
1828 glsl_src_param_t src3_param;
1829 char dst_mask[6];
1831 shader_glsl_append_dst(arg->buffer, arg);
1832 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_0, &src0_param);
1835 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
1836 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
1838 /* The sdk specifies the instruction like this
1839 * dst.x = 1.0;
1840 * if(src.x > 0.0) dst.y = src.x
1841 * else dst.y = 0.0.
1842 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
1843 * else dst.z = 0.0;
1844 * dst.w = 1.0;
1846 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
1847 * dst.x = 1.0 ... No further explanation needed
1848 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
1849 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
1850 * dst.w = 1.0. ... Nothing fancy.
1852 * So we still have one conditional in there. So do this:
1853 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
1855 * 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),
1856 * 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.
1857 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
1859 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",
1860 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
1863 /** Process the WINED3DSIO_DST instruction in GLSL:
1864 * dst.x = 1.0
1865 * dst.y = src0.x * src0.y
1866 * dst.z = src0.z
1867 * dst.w = src1.w
1869 void shader_glsl_dst(SHADER_OPCODE_ARG* arg) {
1870 glsl_src_param_t src0y_param;
1871 glsl_src_param_t src0z_param;
1872 glsl_src_param_t src1y_param;
1873 glsl_src_param_t src1w_param;
1874 char dst_mask[6];
1876 shader_glsl_append_dst(arg->buffer, arg);
1877 shader_glsl_get_write_mask(arg->dst, dst_mask);
1879 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
1880 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
1881 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
1882 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
1884 shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1885 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
1888 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1889 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1890 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1892 * dst.x = cos(src0.?)
1893 * dst.y = sin(src0.?)
1894 * dst.z = dst.z
1895 * dst.w = dst.w
1897 void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
1898 glsl_src_param_t src0_param;
1899 DWORD write_mask;
1901 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1902 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1904 switch (write_mask) {
1905 case WINED3DSP_WRITEMASK_0:
1906 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
1907 break;
1909 case WINED3DSP_WRITEMASK_1:
1910 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
1911 break;
1913 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
1914 shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
1915 break;
1917 default:
1918 ERR("Write mask should be .x, .y or .xy\n");
1919 break;
1923 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1924 * Start a for() loop where src1.y is the initial value of aL,
1925 * increment aL by src1.z for a total of src1.x iterations.
1926 * Need to use a temporary variable for this operation.
1928 /* FIXME: I don't think nested loops will work correctly this way. */
1929 void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
1930 glsl_src_param_t src1_param;
1931 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1932 DWORD regtype = shader_get_regtype(arg->src[1]);
1933 DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1934 const DWORD *control_values = NULL;
1935 local_constant *constant;
1937 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
1939 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
1940 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
1941 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
1942 * addressing.
1944 if(regtype == WINED3DSPR_CONSTINT) {
1945 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
1946 if(constant->idx == reg) {
1947 control_values = constant->value;
1948 break;
1953 if(control_values) {
1954 if(control_values[2] > 0) {
1955 shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
1956 shader->baseShader.cur_loop_depth, control_values[1],
1957 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
1958 shader->baseShader.cur_loop_depth, control_values[2]);
1959 } else if(control_values[2] == 0) {
1960 shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
1961 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
1962 shader->baseShader.cur_loop_depth, control_values[0],
1963 shader->baseShader.cur_loop_depth);
1964 } else {
1965 shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
1966 shader->baseShader.cur_loop_depth, control_values[1],
1967 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
1968 shader->baseShader.cur_loop_depth, control_values[2]);
1970 } else {
1971 shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
1972 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
1973 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
1974 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
1977 shader->baseShader.cur_loop_depth++;
1978 shader->baseShader.cur_loop_regno++;
1981 void shader_glsl_end(SHADER_OPCODE_ARG* arg) {
1982 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1984 shader_addline(arg->buffer, "}\n");
1986 if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
1987 shader->baseShader.cur_loop_depth--;
1988 shader->baseShader.cur_loop_regno--;
1990 if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
1991 shader->baseShader.cur_loop_depth--;
1995 void shader_glsl_rep(SHADER_OPCODE_ARG* arg) {
1996 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1997 glsl_src_param_t src0_param;
1999 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2000 shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2001 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2002 src0_param.param_str, shader->baseShader.cur_loop_depth);
2003 shader->baseShader.cur_loop_depth++;
2006 void shader_glsl_if(SHADER_OPCODE_ARG* arg) {
2007 glsl_src_param_t src0_param;
2009 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2010 shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
2013 void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) {
2014 glsl_src_param_t src0_param;
2015 glsl_src_param_t src1_param;
2017 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2018 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2020 shader_addline(arg->buffer, "if (%s %s %s) {\n",
2021 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2024 void shader_glsl_else(SHADER_OPCODE_ARG* arg) {
2025 shader_addline(arg->buffer, "} else {\n");
2028 void shader_glsl_break(SHADER_OPCODE_ARG* arg) {
2029 shader_addline(arg->buffer, "break;\n");
2032 /* FIXME: According to MSDN the compare is done per component. */
2033 void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) {
2034 glsl_src_param_t src0_param;
2035 glsl_src_param_t src1_param;
2037 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2038 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2040 shader_addline(arg->buffer, "if (%s %s %s) break;\n",
2041 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2044 void shader_glsl_label(SHADER_OPCODE_ARG* arg) {
2046 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2047 shader_addline(arg->buffer, "}\n");
2048 shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
2051 void shader_glsl_call(SHADER_OPCODE_ARG* arg) {
2052 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2053 shader_addline(arg->buffer, "subroutine%u();\n", snum);
2056 void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) {
2057 glsl_src_param_t src1_param;
2059 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2060 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2061 shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
2064 /*********************************************
2065 * Pixel Shader Specific Code begins here
2066 ********************************************/
2067 void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
2068 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2069 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2070 DWORD hex_version = This->baseShader.hex_version;
2071 char dst_swizzle[6];
2072 glsl_sample_function_t sample_function;
2073 DWORD sampler_type;
2074 DWORD sampler_idx;
2075 BOOL projected, texrect = FALSE;
2076 DWORD mask = 0;
2078 /* All versions have a destination register */
2079 shader_glsl_append_dst(arg->buffer, arg);
2081 /* 1.0-1.4: Use destination register as sampler source.
2082 * 2.0+: Use provided sampler source. */
2083 if (hex_version < WINED3DPS_VERSION(1,4)) {
2084 DWORD flags;
2086 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2087 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2089 if (flags & WINED3DTTFF_PROJECTED) {
2090 projected = TRUE;
2091 switch (flags & ~WINED3DTTFF_PROJECTED) {
2092 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2093 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2094 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2095 case WINED3DTTFF_COUNT4:
2096 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2098 } else {
2099 projected = FALSE;
2101 } else if (hex_version < WINED3DPS_VERSION(2,0)) {
2102 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2103 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2105 if (src_mod == WINED3DSPSM_DZ) {
2106 projected = TRUE;
2107 mask = WINED3DSP_WRITEMASK_2;
2108 } else if (src_mod == WINED3DSPSM_DW) {
2109 projected = TRUE;
2110 mask = WINED3DSP_WRITEMASK_3;
2111 } else {
2112 projected = FALSE;
2114 } else {
2115 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2116 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
2117 /* ps 2.0 texldp instruction always divides by the fourth component. */
2118 projected = TRUE;
2119 mask = WINED3DSP_WRITEMASK_3;
2120 } else {
2121 projected = FALSE;
2125 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2126 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2127 texrect = TRUE;
2130 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2131 shader_glsl_get_sample_function(sampler_type, projected, texrect, &sample_function);
2132 mask |= sample_function.coord_mask;
2134 if (hex_version < WINED3DPS_VERSION(2,0)) {
2135 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2136 } else {
2137 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2140 /* 1.0-1.3: Use destination register as coordinate source.
2141 1.4+: Use provided coordinate source register. */
2142 if (hex_version < WINED3DPS_VERSION(1,4)) {
2143 char coord_mask[6];
2144 shader_glsl_get_write_mask(mask, coord_mask);
2145 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
2146 sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
2147 } else {
2148 glsl_src_param_t coord_param;
2149 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
2150 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
2151 glsl_src_param_t bias;
2152 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
2154 shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n",
2155 sample_function.name, sampler_idx, coord_param.param_str,
2156 bias.param_str, dst_swizzle);
2157 } else {
2158 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
2159 sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
2164 void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) {
2165 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
2166 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2167 glsl_sample_function_t sample_function;
2168 glsl_src_param_t coord_param, lod_param;
2169 char dst_swizzle[6];
2170 DWORD sampler_type;
2171 DWORD sampler_idx;
2172 BOOL texrect = FALSE;
2174 shader_glsl_append_dst(arg->buffer, arg);
2175 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2177 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2178 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2179 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2180 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2181 texrect = TRUE;
2183 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);
2185 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
2187 if (shader_is_pshader_version(This->baseShader.hex_version)) {
2188 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2189 * However, they seem to work just fine in fragment shaders as well. */
2190 WARN("Using %sLod in fragment shader.\n", sample_function.name);
2191 shader_addline(arg->buffer, "%sLod(Psampler%u, %s, %s)%s);\n",
2192 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2193 } else {
2194 shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n",
2195 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2199 void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
2201 /* FIXME: Make this work for more than just 2D textures */
2203 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2204 SHADER_BUFFER* buffer = arg->buffer;
2205 DWORD hex_version = This->baseShader.hex_version;
2206 DWORD write_mask;
2207 char dst_mask[6];
2209 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2210 shader_glsl_get_write_mask(write_mask, dst_mask);
2212 if (hex_version != WINED3DPS_VERSION(1,4)) {
2213 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2214 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
2215 } else {
2216 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
2217 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2218 char dst_swizzle[6];
2220 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
2222 if (src_mod == WINED3DSPSM_DZ) {
2223 glsl_src_param_t div_param;
2224 size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
2225 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
2227 if (mask_size > 1) {
2228 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2229 } else {
2230 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2232 } else if (src_mod == WINED3DSPSM_DW) {
2233 glsl_src_param_t div_param;
2234 size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
2235 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
2237 if (mask_size > 1) {
2238 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2239 } else {
2240 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2242 } else {
2243 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2248 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2249 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2250 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2251 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) {
2252 glsl_src_param_t src0_param;
2253 char dst_mask[6];
2254 glsl_sample_function_t sample_function;
2255 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2256 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2257 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2259 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2261 shader_glsl_append_dst(arg->buffer, arg);
2262 shader_glsl_get_write_mask(arg->dst, dst_mask);
2264 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2265 * scalar, and projected sampling would require 4.
2267 * It is a dependent read - not valid with conditional NP2 textures
2269 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2271 switch(count_bits(sample_function.coord_mask)) {
2272 case 1:
2273 shader_addline(arg->buffer, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2274 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2275 break;
2277 case 2:
2278 shader_addline(arg->buffer, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2279 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2280 break;
2282 case 3:
2283 shader_addline(arg->buffer, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2284 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2285 break;
2286 default:
2287 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
2291 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2292 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2293 void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) {
2294 glsl_src_param_t src0_param;
2295 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2296 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2297 DWORD dst_mask;
2298 size_t mask_size;
2300 dst_mask = shader_glsl_append_dst(arg->buffer, arg);
2301 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2302 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2304 if (mask_size > 1) {
2305 shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2306 } else {
2307 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2311 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2312 * Calculate the depth as dst.x / dst.y */
2313 void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) {
2314 glsl_dst_param_t dst_param;
2316 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2318 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2319 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2320 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2321 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2322 * >= 1.0 or < 0.0
2324 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);
2327 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2328 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2329 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2330 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2332 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) {
2333 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2334 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2335 glsl_src_param_t src0_param;
2337 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2339 shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2340 shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2343 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2344 * Calculate the 1st of a 2-row matrix multiplication. */
2345 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) {
2346 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2347 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2348 SHADER_BUFFER* buffer = arg->buffer;
2349 glsl_src_param_t src0_param;
2351 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2352 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2355 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2356 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2357 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) {
2359 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2360 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2361 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2362 SHADER_BUFFER* buffer = arg->buffer;
2363 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2364 glsl_src_param_t src0_param;
2366 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2367 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2368 current_state->texcoord_w[current_state->current_row++] = reg;
2371 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
2372 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2373 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2374 SHADER_BUFFER* buffer = arg->buffer;
2375 glsl_src_param_t src0_param;
2376 char dst_mask[6];
2378 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2379 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2381 shader_glsl_append_dst(buffer, arg);
2382 shader_glsl_get_write_mask(arg->dst, dst_mask);
2384 /* Sample the texture using the calculated coordinates */
2385 shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask);
2388 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2389 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2390 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
2391 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2392 glsl_src_param_t src0_param;
2393 char dst_mask[6];
2394 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2395 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2396 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2397 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2398 glsl_sample_function_t sample_function;
2400 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2401 shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2403 shader_glsl_append_dst(arg->buffer, arg);
2404 shader_glsl_get_write_mask(arg->dst, dst_mask);
2405 /* Dependent read, not valid with conditional NP2 */
2406 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2408 /* Sample the texture using the calculated coordinates */
2409 shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2411 current_state->current_row = 0;
2414 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2415 * Perform the 3rd row of a 3x3 matrix multiply */
2416 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) {
2417 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2418 glsl_src_param_t src0_param;
2419 char dst_mask[6];
2420 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2421 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2422 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2424 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2426 shader_glsl_append_dst(arg->buffer, arg);
2427 shader_glsl_get_write_mask(arg->dst, dst_mask);
2428 shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2430 current_state->current_row = 0;
2433 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2434 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2435 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
2437 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2438 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2439 glsl_src_param_t src0_param;
2440 glsl_src_param_t src1_param;
2441 char dst_mask[6];
2442 SHADER_BUFFER* buffer = arg->buffer;
2443 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2444 DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2445 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2446 glsl_sample_function_t sample_function;
2448 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2449 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
2451 /* Perform the last matrix multiply operation */
2452 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2453 /* Reflection calculation */
2454 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2456 shader_glsl_append_dst(buffer, arg);
2457 shader_glsl_get_write_mask(arg->dst, dst_mask);
2458 /* Dependent read, not valid with conditional NP2 */
2459 shader_glsl_get_sample_function(stype, FALSE, FALSE, &sample_function);
2461 /* Sample the texture */
2462 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2464 current_state->current_row = 0;
2467 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2468 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2469 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
2471 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2472 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2473 SHADER_BUFFER* buffer = arg->buffer;
2474 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2475 glsl_src_param_t src0_param;
2476 char dst_mask[6];
2477 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2478 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2479 glsl_sample_function_t sample_function;
2481 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2483 /* Perform the last matrix multiply operation */
2484 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2486 /* Construct the eye-ray vector from w coordinates */
2487 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2488 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2489 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2491 shader_glsl_append_dst(buffer, arg);
2492 shader_glsl_get_write_mask(arg->dst, dst_mask);
2493 /* Dependent read, not valid with conditional NP2 */
2494 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2496 /* Sample the texture using the calculated coordinates */
2497 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2499 current_state->current_row = 0;
2502 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2503 * Apply a fake bump map transform.
2504 * texbem is pshader <= 1.3 only, this saves a few version checks
2506 void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
2507 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2508 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2509 char dst_swizzle[6];
2510 glsl_sample_function_t sample_function;
2511 glsl_src_param_t coord_param;
2512 DWORD sampler_type;
2513 DWORD sampler_idx;
2514 DWORD mask;
2515 DWORD flags;
2516 char coord_mask[6];
2518 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2519 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2521 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2522 /* Dependent read, not valid with conditional NP2 */
2523 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2524 mask = sample_function.coord_mask;
2526 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2528 shader_glsl_get_write_mask(mask, coord_mask);
2530 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2531 * so we can't let the GL handle this.
2533 if (flags & WINED3DTTFF_PROJECTED) {
2534 DWORD div_mask=0;
2535 char coord_div_mask[3];
2536 switch (flags & ~WINED3DTTFF_PROJECTED) {
2537 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2538 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2539 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2540 case WINED3DTTFF_COUNT4:
2541 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2543 shader_glsl_get_write_mask(div_mask, coord_div_mask);
2544 shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2547 shader_glsl_append_dst(arg->buffer, arg);
2548 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
2549 if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
2550 glsl_src_param_t luminance_param;
2551 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2552 shader_addline(arg->buffer, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )*(%s * luminancescale + luminanceoffset))%s);\n",
2553 sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask,
2554 luminance_param.param_str, dst_swizzle);
2555 } else {
2556 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n",
2557 sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask, dst_swizzle);
2561 void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) {
2562 glsl_src_param_t src0_param, src1_param;
2564 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
2565 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
2567 shader_glsl_append_dst(arg->buffer, arg);
2568 shader_addline(arg->buffer, "%s + bumpenvmat * %s);\n",
2569 src0_param.param_str, src1_param.param_str);
2572 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2573 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2574 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) {
2576 glsl_src_param_t src0_param;
2577 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2578 char dst_mask[6];
2580 shader_glsl_append_dst(arg->buffer, arg);
2581 shader_glsl_get_write_mask(arg->dst, dst_mask);
2582 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2584 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2587 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2588 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2589 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) {
2590 glsl_src_param_t src0_param;
2591 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2592 char dst_mask[6];
2594 shader_glsl_append_dst(arg->buffer, arg);
2595 shader_glsl_get_write_mask(arg->dst, dst_mask);
2596 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2598 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2601 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2602 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2603 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
2604 glsl_src_param_t src0_param;
2605 char dst_mask[6];
2606 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2607 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2608 glsl_sample_function_t sample_function;
2610 shader_glsl_append_dst(arg->buffer, arg);
2611 shader_glsl_get_write_mask(arg->dst, dst_mask);
2612 /* Dependent read, not valid with conditional NP2 */
2613 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2614 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
2616 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);
2619 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2620 * If any of the first 3 components are < 0, discard this pixel */
2621 void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) {
2622 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2623 DWORD hex_version = This->baseShader.hex_version;
2624 glsl_dst_param_t dst_param;
2626 /* The argument is a destination parameter, and no writemasks are allowed */
2627 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2628 if((hex_version >= WINED3DPS_VERSION(2,0))) {
2629 /* 2.0 shaders compare all 4 components in texkill */
2630 shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2631 } else {
2632 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2633 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2634 * 4 components are defined, only the first 3 are used
2636 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2640 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2641 * dst = dot2(src0, src1) + src2 */
2642 void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) {
2643 glsl_src_param_t src0_param;
2644 glsl_src_param_t src1_param;
2645 glsl_src_param_t src2_param;
2646 DWORD write_mask;
2647 size_t mask_size;
2649 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2650 mask_size = shader_glsl_get_write_mask_size(write_mask);
2652 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2653 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2654 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
2656 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
2659 void pshader_glsl_input_pack(
2660 SHADER_BUFFER* buffer,
2661 semantic* semantics_in,
2662 IWineD3DPixelShader *iface) {
2664 unsigned int i;
2665 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2667 for (i = 0; i < MAX_REG_INPUT; i++) {
2669 DWORD usage_token = semantics_in[i].usage;
2670 DWORD register_token = semantics_in[i].reg;
2671 DWORD usage, usage_idx;
2672 char reg_mask[6];
2674 /* Uninitialized */
2675 if (!usage_token) continue;
2676 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2677 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2678 shader_glsl_get_write_mask(register_token, reg_mask);
2680 switch(usage) {
2682 case WINED3DDECLUSAGE_TEXCOORD:
2683 if(usage_idx < 8 && This->vertexprocessing == pretransformed) {
2684 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2685 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
2686 } else {
2687 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2688 This->input_reg_map[i], reg_mask, reg_mask);
2690 break;
2692 case WINED3DDECLUSAGE_COLOR:
2693 if (usage_idx == 0)
2694 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
2695 This->input_reg_map[i], reg_mask, reg_mask);
2696 else if (usage_idx == 1)
2697 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2698 This->input_reg_map[i], reg_mask, reg_mask);
2699 else
2700 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2701 This->input_reg_map[i], reg_mask, reg_mask);
2702 break;
2704 default:
2705 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2706 This->input_reg_map[i], reg_mask, reg_mask);
2711 /*********************************************
2712 * Vertex Shader Specific Code begins here
2713 ********************************************/
2715 static void add_glsl_program_entry(IWineD3DDeviceImpl *device, struct glsl_shader_prog_link *entry) {
2716 glsl_program_key_t *key;
2718 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2719 key->vshader = entry->vshader;
2720 key->pshader = entry->pshader;
2722 hash_table_put(device->glsl_program_lookup, key, entry);
2725 static struct glsl_shader_prog_link *get_glsl_program_entry(IWineD3DDeviceImpl *device,
2726 GLhandleARB vshader, GLhandleARB pshader) {
2727 glsl_program_key_t key;
2729 key.vshader = vshader;
2730 key.pshader = pshader;
2732 return (struct glsl_shader_prog_link *)hash_table_get(device->glsl_program_lookup, &key);
2735 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry) {
2736 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2737 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2738 glsl_program_key_t *key;
2740 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2741 key->vshader = entry->vshader;
2742 key->pshader = entry->pshader;
2743 hash_table_remove(This->glsl_program_lookup, key);
2745 GL_EXTCALL(glDeleteObjectARB(entry->programId));
2746 if (entry->vshader) list_remove(&entry->vshader_entry);
2747 if (entry->pshader) list_remove(&entry->pshader_entry);
2748 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
2749 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
2750 HeapFree(GetProcessHeap(), 0, entry);
2753 static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, semantic *semantics_out, WineD3D_GL_Info *gl_info, DWORD *map) {
2754 unsigned int i, j;
2755 DWORD usage_token, usage_token_out;
2756 DWORD register_token, register_token_out;
2757 DWORD usage, usage_idx, usage_out, usage_idx_out;
2758 DWORD *set;
2759 char reg_mask[6], reg_mask_out[6];
2761 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (GL_LIMITS(glsl_varyings) / 4));
2763 for(i = 0; i < MAX_REG_INPUT; i++) {
2764 usage_token = semantics_in[i].usage;
2765 if (!usage_token) continue;
2766 if(map[i] >= (GL_LIMITS(glsl_varyings) / 4)) {
2767 FIXME("More input varyings declared than supported, expect issues\n");
2768 continue;
2769 } else if(map[i] == -1) {
2770 /* Declared, but not read register */
2771 continue;
2773 register_token = semantics_in[i].reg;
2775 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2776 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2777 set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
2779 if(!semantics_out) {
2780 switch(usage) {
2781 case WINED3DDECLUSAGE_COLOR:
2782 if (usage_idx == 0)
2783 shader_addline(buffer, "IN[%u]%s = gl_FrontColor%s;\n",
2784 map[i], reg_mask, reg_mask);
2785 else if (usage_idx == 1)
2786 shader_addline(buffer, "IN[%u]%s = gl_FrontSecondaryColor%s;\n",
2787 map[i], reg_mask, reg_mask);
2788 else
2789 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2790 map[i], reg_mask, reg_mask);
2791 break;
2793 case WINED3DDECLUSAGE_TEXCOORD:
2794 if (usage_idx < 8) {
2795 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2796 map[i], reg_mask, usage_idx, reg_mask);
2797 } else {
2798 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2799 map[i], reg_mask, reg_mask);
2801 break;
2803 case WINED3DDECLUSAGE_FOG:
2804 shader_addline(buffer, "IN[%u]%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
2805 map[i], reg_mask, reg_mask);
2806 break;
2808 default:
2809 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2810 map[i], reg_mask, reg_mask);
2812 } else {
2813 BOOL found = FALSE;
2814 for(j = 0; j < MAX_REG_OUTPUT; j++) {
2815 usage_token_out = semantics_out[j].usage;
2816 if (!usage_token_out) continue;
2817 register_token_out = semantics_out[j].reg;
2819 usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2820 usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2821 shader_glsl_get_write_mask(register_token_out, reg_mask_out);
2823 if(usage == usage_out &&
2824 usage_idx == usage_idx_out) {
2825 shader_addline(buffer, "IN[%u]%s = OUT[%u]%s;\n",
2826 map[i], reg_mask, j, reg_mask);
2827 found = TRUE;
2830 if(!found) {
2831 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2832 map[i], reg_mask, reg_mask);
2837 /* This is solely to make the compiler / linker happy and avoid warning about undefined
2838 * varyings. It shouldn't result in any real code executed on the GPU, since all read
2839 * input varyings are assigned above, if the optimizer works properly.
2841 for(i = 0; i < GL_LIMITS(glsl_varyings) / 4; i++) {
2842 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
2843 unsigned int size = 0;
2844 memset(reg_mask, 0, sizeof(reg_mask));
2845 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
2846 reg_mask[size] = 'x';
2847 size++;
2849 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
2850 reg_mask[size] = 'y';
2851 size++;
2853 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
2854 reg_mask[size] = 'z';
2855 size++;
2857 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
2858 reg_mask[size] = 'w';
2859 size++;
2861 switch(size) {
2862 case 1:
2863 shader_addline(buffer, "IN[%u].%s = 0.0;\n", i, reg_mask);
2864 break;
2865 case 2:
2866 shader_addline(buffer, "IN[%u].%s = vec2(0.0, 0.0);\n", i, reg_mask);
2867 break;
2868 case 3:
2869 shader_addline(buffer, "IN[%u].%s = vec3(0.0, 0.0, 0.0);\n", i, reg_mask);
2870 break;
2871 case 4:
2872 shader_addline(buffer, "IN[%u].%s = vec4(0.0, 0.0, 0.0, 0.0);\n", i, reg_mask);
2873 break;
2878 HeapFree(GetProcessHeap(), 0, set);
2881 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
2882 IWineD3DPixelShader *pixelshader,
2883 WineD3D_GL_Info *gl_info) {
2884 GLhandleARB ret = 0;
2885 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
2886 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
2887 DWORD vs_major = vs ? WINED3DSHADER_VERSION_MAJOR(vs->baseShader.hex_version) : 0;
2888 DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.hex_version) : 0;
2889 unsigned int i;
2890 SHADER_BUFFER buffer;
2891 DWORD usage_token;
2892 DWORD register_token;
2893 DWORD usage, usage_idx, writemask;
2894 char reg_mask[6];
2895 semantic *semantics_out, *semantics_in;
2897 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
2898 buffer.bsize = 0;
2899 buffer.lineNo = 0;
2900 buffer.newline = TRUE;
2902 if(vs_major < 3 && ps_major < 3) {
2903 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
2904 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
2906 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0) {
2907 shader_addline(&buffer, "void order_ps_input() {\n");
2908 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2909 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2910 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2911 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
2914 shader_addline(&buffer, "}\n");
2915 } else {
2916 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
2918 } else if(ps_major < 3 && vs_major >= 3) {
2919 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
2920 semantics_out = vs->semantics_out;
2922 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
2923 for(i = 0; i < MAX_REG_OUTPUT; i++) {
2924 usage_token = semantics_out[i].usage;
2925 if (!usage_token) continue;
2926 register_token = semantics_out[i].reg;
2928 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2929 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2930 writemask = shader_glsl_get_write_mask(register_token, reg_mask);
2932 switch(usage) {
2933 case WINED3DDECLUSAGE_COLOR:
2934 if (usage_idx == 0)
2935 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
2936 else if (usage_idx == 1)
2937 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
2938 break;
2940 case WINED3DDECLUSAGE_POSITION:
2941 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
2942 break;
2944 case WINED3DDECLUSAGE_TEXCOORD:
2945 if (usage_idx < 8) {
2946 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
2948 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
2949 usage_idx, reg_mask, i, reg_mask);
2950 if(!(writemask & WINED3DSP_WRITEMASK_3)) {
2951 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
2954 break;
2956 case WINED3DDECLUSAGE_PSIZE:
2957 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
2958 break;
2960 case WINED3DDECLUSAGE_FOG:
2961 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
2962 break;
2964 default:
2965 break;
2968 shader_addline(&buffer, "}\n");
2970 } else if(ps_major >= 3 && vs_major >= 3) {
2971 semantics_out = vs->semantics_out;
2972 semantics_in = ps->semantics_in;
2974 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
2975 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
2976 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
2978 /* First, sort out position and point size. Those are not passed to the pixel shader */
2979 for(i = 0; i < MAX_REG_OUTPUT; i++) {
2980 usage_token = semantics_out[i].usage;
2981 if (!usage_token) continue;
2982 register_token = semantics_out[i].reg;
2984 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2985 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2986 shader_glsl_get_write_mask(register_token, reg_mask);
2988 switch(usage) {
2989 case WINED3DDECLUSAGE_POSITION:
2990 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
2991 break;
2993 case WINED3DDECLUSAGE_PSIZE:
2994 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
2995 break;
2997 default:
2998 break;
3002 /* Then, fix the pixel shader input */
3003 handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
3005 shader_addline(&buffer, "}\n");
3006 } else if(ps_major >= 3 && vs_major < 3) {
3007 semantics_in = ps->semantics_in;
3009 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3010 shader_addline(&buffer, "void order_ps_input() {\n");
3011 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3012 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3013 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3015 handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
3016 shader_addline(&buffer, "}\n");
3017 } else {
3018 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3021 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3022 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3023 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3024 checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
3025 GL_EXTCALL(glCompileShaderARB(ret));
3026 checkGLcall("glCompileShaderARB(ret)");
3028 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3029 return ret;
3032 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3033 * It sets the programId on the current StateBlock (because it should be called
3034 * inside of the DrawPrimitive() part of the render loop).
3036 * If a program for the given combination does not exist, create one, and store
3037 * the program in the hash table. If it creates a program, it will link the
3038 * given objects, too.
3040 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3041 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3042 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3043 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3044 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3045 struct glsl_shader_prog_link *entry = NULL;
3046 GLhandleARB programId = 0;
3047 GLhandleARB reorder_shader_id = 0;
3048 int i;
3049 char glsl_name[8];
3051 GLhandleARB vshader_id = use_vs ? ((IWineD3DBaseShaderImpl*)vshader)->baseShader.prgId : 0;
3052 GLhandleARB pshader_id = use_ps ? ((IWineD3DBaseShaderImpl*)pshader)->baseShader.prgId : 0;
3053 entry = get_glsl_program_entry(This, vshader_id, pshader_id);
3054 if (entry) {
3055 This->stateBlock->glsl_program = entry;
3056 return;
3059 /* If we get to this point, then no matching program exists, so we create one */
3060 programId = GL_EXTCALL(glCreateProgramObjectARB());
3061 TRACE("Created new GLSL shader program %u\n", programId);
3063 /* Create the entry */
3064 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3065 entry->programId = programId;
3066 entry->vshader = vshader_id;
3067 entry->pshader = pshader_id;
3068 /* Add the hash table entry */
3069 add_glsl_program_entry(This, entry);
3071 /* Set the current program */
3072 This->stateBlock->glsl_program = entry;
3074 /* Attach GLSL vshader */
3075 if (vshader_id) {
3076 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3077 char tmp_name[10];
3079 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3080 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3081 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3082 checkGLcall("glAttachObjectARB");
3083 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3084 * is destroyed
3086 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3088 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3089 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3090 checkGLcall("glAttachObjectARB");
3092 /* Bind vertex attributes to a corresponding index number to match
3093 * the same index numbers as ARB_vertex_programs (makes loading
3094 * vertex attributes simpler). With this method, we can use the
3095 * exact same code to load the attributes later for both ARB and
3096 * GLSL shaders.
3098 * We have to do this here because we need to know the Program ID
3099 * in order to make the bindings work, and it has to be done prior
3100 * to linking the GLSL program. */
3101 for (i = 0; i < max_attribs; ++i) {
3102 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3103 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3104 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3107 checkGLcall("glBindAttribLocationARB");
3109 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3112 /* Attach GLSL pshader */
3113 if (pshader_id) {
3114 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3115 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3116 checkGLcall("glAttachObjectARB");
3118 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3121 /* Link the program */
3122 TRACE("Linking GLSL shader program %u\n", programId);
3123 GL_EXTCALL(glLinkProgramARB(programId));
3124 print_glsl_info_log(&GLINFO_LOCATION, programId);
3126 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3127 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3128 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3129 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3131 for (i = 0; i < MAX_CONST_I; ++i) {
3132 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3133 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3135 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3136 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3137 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3138 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3140 for (i = 0; i < MAX_CONST_I; ++i) {
3141 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3142 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3145 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3146 entry->bumpenvmat_location = GL_EXTCALL(glGetUniformLocationARB(programId, "bumpenvmat"));
3147 entry->luminancescale_location = GL_EXTCALL(glGetUniformLocationARB(programId, "luminancescale"));
3148 entry->luminanceoffset_location = GL_EXTCALL(glGetUniformLocationARB(programId, "luminanceoffset"));
3149 entry->srgb_comparison_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_comparison"));
3150 entry->srgb_mul_low_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_mul_low"));
3151 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3152 checkGLcall("Find glsl program uniform locations");
3154 /* Set the shader to allow uniform loading on it */
3155 GL_EXTCALL(glUseProgramObjectARB(programId));
3156 checkGLcall("glUseProgramObjectARB(programId)");
3158 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3159 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3160 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3161 * vertex shader with fixed function pixel processing is used we make sure that the card
3162 * supports enough samplers to allow the max number of vertex samplers with all possible
3163 * fixed function fragment processing setups. So once the program is linked these samplers
3164 * won't change.
3166 if(vshader_id) {
3167 /* Load vertex shader samplers */
3168 shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3170 if(pshader_id) {
3171 /* Load pixel shader samplers */
3172 shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3176 static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
3177 GLhandleARB program_id;
3178 GLhandleARB vshader_id, pshader_id;
3179 const char *blt_vshader[] = {
3180 "void main(void)\n"
3181 "{\n"
3182 " gl_Position = gl_Vertex;\n"
3183 " gl_FrontColor = vec4(1.0);\n"
3184 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
3185 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
3186 "}\n"
3189 const char *blt_pshader[] = {
3190 "uniform sampler2D sampler;\n"
3191 "void main(void)\n"
3192 "{\n"
3193 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3194 "}\n"
3197 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3198 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3199 GL_EXTCALL(glCompileShaderARB(vshader_id));
3201 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3202 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, blt_pshader, NULL));
3203 GL_EXTCALL(glCompileShaderARB(pshader_id));
3205 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3206 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3207 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3208 GL_EXTCALL(glLinkProgramARB(program_id));
3210 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3212 return program_id;
3215 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3216 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3217 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3218 GLhandleARB program_id = 0;
3220 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3221 else This->stateBlock->glsl_program = NULL;
3223 program_id = This->stateBlock->glsl_program ? This->stateBlock->glsl_program->programId : 0;
3224 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3225 GL_EXTCALL(glUseProgramObjectARB(program_id));
3226 checkGLcall("glUseProgramObjectARB");
3229 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface) {
3230 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3231 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3232 static GLhandleARB program_id = 0;
3233 static GLhandleARB loc = -1;
3235 if (!program_id) {
3236 program_id = create_glsl_blt_shader(gl_info);
3237 loc = GL_EXTCALL(glGetUniformLocationARB(program_id, "sampler"));
3240 GL_EXTCALL(glUseProgramObjectARB(program_id));
3241 GL_EXTCALL(glUniform1iARB(loc, 0));
3244 static void shader_glsl_cleanup(IWineD3DDevice *iface) {
3245 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3246 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3247 GL_EXTCALL(glUseProgramObjectARB(0));
3250 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3251 struct list *linked_programs;
3252 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3253 WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info;
3255 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3256 * can be called from IWineD3DBaseShader::Release
3258 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
3260 if(This->baseShader.prgId == 0) return;
3261 linked_programs = &This->baseShader.linked_programs;
3263 TRACE("Deleting linked programs\n");
3264 if (linked_programs->next) {
3265 struct glsl_shader_prog_link *entry, *entry2;
3267 if(pshader) {
3268 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3269 delete_glsl_program_entry(This->baseShader.device, entry);
3271 } else {
3272 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3273 delete_glsl_program_entry(This->baseShader.device, entry);
3278 TRACE("Deleting shader object %u\n", This->baseShader.prgId);
3279 GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
3280 checkGLcall("glDeleteObjectARB");
3283 const shader_backend_t glsl_shader_backend = {
3284 &shader_glsl_select,
3285 &shader_glsl_select_depth_blt,
3286 &shader_glsl_load_constants,
3287 &shader_glsl_cleanup,
3288 &shader_glsl_color_correction,
3289 &shader_glsl_destroy