wined3d: Set shader specific caps in the shader backend.
[wine.git] / dlls / wined3d / glsl_shader.c
blob7a1169baf3a9bfe665ce9f050aaa174bf795e741
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 */
66 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
67 "Fragment shader was successfully compiled to run on hardware.\nWARNING: 0:1: extension 'GL_ARB_draw_buffers' is not supported",
68 "Fragment shader(s) linked, no vertex shader(s) defined." /* fglrx, no \n */
71 GL_EXTCALL(glGetObjectParameterivARB(obj,
72 GL_OBJECT_INFO_LOG_LENGTH_ARB,
73 &infologLength));
75 /* A size of 1 is just a null-terminated string, so the log should be bigger than
76 * that if there are errors. */
77 if (infologLength > 1)
79 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
80 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
82 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
83 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
84 is_spam = FALSE;
86 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
87 if(strcmp(infoLog, spam[i]) == 0) {
88 is_spam = TRUE;
89 break;
92 if(is_spam) {
93 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
94 } else {
95 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
97 HeapFree(GetProcessHeap(), 0, infoLog);
102 * Loads (pixel shader) samplers
104 static void shader_glsl_load_psamplers(
105 WineD3D_GL_Info *gl_info,
106 IWineD3DStateBlock* iface,
107 GLhandleARB programId) {
109 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
110 GLhandleARB name_loc;
111 int i;
112 char sampler_name[20];
114 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
115 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
116 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
117 if (name_loc != -1) {
118 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
119 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(fragment_samplers)) {
120 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
121 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
122 checkGLcall("glUniform1iARB");
123 } else {
124 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
130 static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface, GLhandleARB programId) {
131 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
132 GLhandleARB name_loc;
133 char sampler_name[20];
134 int i;
136 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
137 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
138 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
139 if (name_loc != -1) {
140 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
141 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(combined_samplers)) {
142 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
143 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
144 checkGLcall("glUniform1iARB");
145 } else {
146 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
152 /**
153 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
154 * When constant_list == NULL, it will load all the constants.
156 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
157 unsigned int max_constants, float* constants, GLhandleARB *constant_locations,
158 struct list *constant_list) {
159 constants_entry *constant;
160 local_constant* lconst;
161 GLhandleARB tmp_loc;
162 DWORD i, j, k;
163 DWORD *idx;
165 if (TRACE_ON(d3d_shader)) {
166 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
167 idx = constant->idx;
168 j = constant->count;
169 while (j--) {
170 i = *idx++;
171 tmp_loc = constant_locations[i];
172 if (tmp_loc != -1) {
173 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
174 constants[i * 4 + 0], constants[i * 4 + 1],
175 constants[i * 4 + 2], constants[i * 4 + 3]);
181 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
182 if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
183 shader_is_pshader_version(This->baseShader.hex_version)) {
184 float lcl_const[4];
186 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
187 idx = constant->idx;
188 j = constant->count;
189 while (j--) {
190 i = *idx++;
191 tmp_loc = constant_locations[i];
192 if (tmp_loc != -1) {
193 /* We found this uniform name in the program - go ahead and send the data */
194 k = i * 4;
195 if(constants[k + 0] < -1.0) lcl_const[0] = -1.0;
196 else if(constants[k + 0] > 1.0) lcl_const[0] = 1.0;
197 else lcl_const[0] = constants[k + 0];
198 if(constants[k + 1] < -1.0) lcl_const[1] = -1.0;
199 else if(constants[k + 1] > 1.0) lcl_const[1] = 1.0;
200 else lcl_const[1] = constants[k + 1];
201 if(constants[k + 2] < -1.0) lcl_const[2] = -1.0;
202 else if(constants[k + 2] > 1.0) lcl_const[2] = 1.0;
203 else lcl_const[2] = constants[k + 2];
204 if(constants[k + 3] < -1.0) lcl_const[3] = -1.0;
205 else if(constants[k + 3] > 1.0) lcl_const[3] = 1.0;
206 else lcl_const[3] = constants[k + 3];
208 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, lcl_const));
212 } else {
213 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
214 idx = constant->idx;
215 j = constant->count;
216 while (j--) {
217 i = *idx++;
218 tmp_loc = constant_locations[i];
219 if (tmp_loc != -1) {
220 /* We found this uniform name in the program - go ahead and send the data */
221 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
226 checkGLcall("glUniform4fvARB()");
228 if(!This->baseShader.load_local_constsF) {
229 TRACE("No need to load local float constants for this shader\n");
230 return;
233 /* Load immediate constants */
234 if (TRACE_ON(d3d_shader)) {
235 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
236 tmp_loc = constant_locations[lconst->idx];
237 if (tmp_loc != -1) {
238 GLfloat* values = (GLfloat*)lconst->value;
239 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
240 values[0], values[1], values[2], values[3]);
244 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
245 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
246 tmp_loc = constant_locations[lconst->idx];
247 if (tmp_loc != -1) {
248 /* We found this uniform name in the program - go ahead and send the data */
249 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value));
252 checkGLcall("glUniform4fvARB()");
255 /**
256 * Loads integer constants (aka uniforms) into the currently set GLSL program.
257 * When @constants_set == NULL, it will load all the constants.
259 static void shader_glsl_load_constantsI(
260 IWineD3DBaseShaderImpl* This,
261 WineD3D_GL_Info *gl_info,
262 GLhandleARB programId,
263 GLhandleARB locations[MAX_CONST_I],
264 unsigned max_constants,
265 int* constants,
266 BOOL* constants_set) {
268 int i;
269 struct list* ptr;
271 for (i=0; i<max_constants; ++i) {
272 if (NULL == constants_set || constants_set[i]) {
274 TRACE_(d3d_constants)("Loading constants %i: %i, %i, %i, %i\n",
275 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
277 /* We found this uniform name in the program - go ahead and send the data */
278 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
279 checkGLcall("glUniform4ivARB");
283 /* Load immediate constants */
284 ptr = list_head(&This->baseShader.constantsI);
285 while (ptr) {
286 local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
287 unsigned int idx = lconst->idx;
288 GLint* values = (GLint*) lconst->value;
290 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
291 values[0], values[1], values[2], values[3]);
293 /* We found this uniform name in the program - go ahead and send the data */
294 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
295 checkGLcall("glUniform4ivARB");
296 ptr = list_next(&This->baseShader.constantsI, ptr);
300 /**
301 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
302 * When @constants_set == NULL, it will load all the constants.
304 static void shader_glsl_load_constantsB(
305 IWineD3DBaseShaderImpl* This,
306 WineD3D_GL_Info *gl_info,
307 GLhandleARB programId,
308 unsigned max_constants,
309 BOOL* constants,
310 BOOL* constants_set) {
312 GLhandleARB tmp_loc;
313 int i;
314 char tmp_name[8];
315 char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
316 const char* prefix = is_pshader? "PB":"VB";
317 struct list* ptr;
319 for (i=0; i<max_constants; ++i) {
320 if (NULL == constants_set || constants_set[i]) {
322 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
324 /* TODO: Benchmark and see if it would be beneficial to store the
325 * locations of the constants to avoid looking up each time */
326 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
327 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
328 if (tmp_loc != -1) {
329 /* We found this uniform name in the program - go ahead and send the data */
330 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
331 checkGLcall("glUniform1ivARB");
336 /* Load immediate constants */
337 ptr = list_head(&This->baseShader.constantsB);
338 while (ptr) {
339 local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
340 unsigned int idx = lconst->idx;
341 GLint* values = (GLint*) lconst->value;
343 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
345 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
346 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
347 if (tmp_loc != -1) {
348 /* We found this uniform name in the program - go ahead and send the data */
349 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
350 checkGLcall("glUniform1ivARB");
352 ptr = list_next(&This->baseShader.constantsB, ptr);
359 * Loads the app-supplied constants into the currently set GLSL program.
361 void shader_glsl_load_constants(
362 IWineD3DDevice* device,
363 char usePixelShader,
364 char useVertexShader) {
366 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
367 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
368 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
370 GLhandleARB *constant_locations;
371 struct list *constant_list;
372 GLhandleARB programId;
373 struct glsl_shader_prog_link *prog = stateBlock->glsl_program;
374 unsigned int i;
376 if (!prog) {
377 /* No GLSL program set - nothing to do. */
378 return;
380 programId = prog->programId;
382 if (useVertexShader) {
383 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
385 constant_locations = prog->vuniformF_locations;
386 constant_list = &stateBlock->set_vconstantsF;
388 /* Load DirectX 9 float constants/uniforms for vertex shader */
389 shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
390 stateBlock->vertexShaderConstantF, constant_locations, constant_list);
392 /* Load DirectX 9 integer constants/uniforms for vertex shader */
393 shader_glsl_load_constantsI(vshader, gl_info, programId,
394 prog->vuniformI_locations, MAX_CONST_I,
395 stateBlock->vertexShaderConstantI,
396 stateBlock->changed.vertexShaderConstantsI);
398 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
399 shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
400 stateBlock->vertexShaderConstantB,
401 stateBlock->changed.vertexShaderConstantsB);
403 /* Upload the position fixup params */
404 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
405 checkGLcall("glUniform4fvARB");
408 if (usePixelShader) {
410 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
412 constant_locations = prog->puniformF_locations;
413 constant_list = &stateBlock->set_pconstantsF;
415 /* Load DirectX 9 float constants/uniforms for pixel shader */
416 shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
417 stateBlock->pixelShaderConstantF, constant_locations, constant_list);
419 /* Load DirectX 9 integer constants/uniforms for pixel shader */
420 shader_glsl_load_constantsI(pshader, gl_info, programId,
421 prog->puniformI_locations, MAX_CONST_I,
422 stateBlock->pixelShaderConstantI,
423 stateBlock->changed.pixelShaderConstantsI);
425 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
426 shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
427 stateBlock->pixelShaderConstantB,
428 stateBlock->changed.pixelShaderConstantsB);
430 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
431 * It can't be 0 for a valid texbem instruction.
433 for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
434 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
435 int stage = ps->luminanceconst[i].texunit;
437 float *data = (float *) &stateBlock->textureState[(int) ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
438 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
439 checkGLcall("glUniformMatrix2fvARB");
441 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
442 * is set too, so we can check that in the needsbumpmat check
444 if(ps->baseShader.reg_maps.luminanceparams[stage]) {
445 GLfloat *scale = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
446 GLfloat *offset = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
448 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
449 checkGLcall("glUniform1fvARB");
450 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
451 checkGLcall("glUniform1fvARB");
455 if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
456 !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
457 float comparison[4];
458 float mul_low[4];
460 if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
461 comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
462 comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
464 mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
465 mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
466 } else {
467 comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
468 comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
470 mul_low[0] = 1.0; mul_low[1] = 1.0;
471 mul_low[2] = 1.0; mul_low[3] = 1.0;
474 GL_EXTCALL(glUniform4fvARB(prog->srgb_comparison_location, 1, comparison));
475 GL_EXTCALL(glUniform4fvARB(prog->srgb_mul_low_location, 1, mul_low));
477 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
478 float correction_params[4];
479 if(deviceImpl->render_offscreen) {
480 correction_params[0] = 0.0;
481 correction_params[1] = 1.0;
482 } else {
483 /* position is window relative, not viewport relative */
484 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
485 correction_params[1] = -1.0;
487 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
492 /** Generate the variable & register declarations for the GLSL output target */
493 void shader_generate_glsl_declarations(
494 IWineD3DBaseShader *iface,
495 shader_reg_maps* reg_maps,
496 SHADER_BUFFER* buffer,
497 WineD3D_GL_Info* gl_info) {
499 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
500 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
501 int i;
502 unsigned int extra_constants_needed = 0;
503 local_constant* lconst;
505 /* There are some minor differences between pixel and vertex shaders */
506 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
507 char prefix = pshader ? 'P' : 'V';
509 /* Prototype the subroutines */
510 for (i = 0; i < This->baseShader.limits.label; i++) {
511 if (reg_maps->labels[i])
512 shader_addline(buffer, "void subroutine%u();\n", i);
515 /* Declare the constants (aka uniforms) */
516 if (This->baseShader.limits.constant_float > 0) {
517 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
518 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
519 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
522 if (This->baseShader.limits.constant_int > 0)
523 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
525 if (This->baseShader.limits.constant_bool > 0)
526 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
528 if(!pshader) {
529 shader_addline(buffer, "uniform vec4 posFixup;\n");
530 /* Predeclaration; This function is added at link time based on the pixel shader.
531 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
532 * that. We know the input to the reorder function at vertex shader compile time, so
533 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
534 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
535 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
536 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
537 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
538 * inout.
540 if(This->baseShader.hex_version >= WINED3DVS_VERSION(3, 0)) {
541 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
542 } else {
543 shader_addline(buffer, "void order_ps_input();\n");
545 } else {
546 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
548 ps_impl->numbumpenvmatconsts = 0;
549 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
550 if(!reg_maps->bumpmat[i]) {
551 continue;
554 ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
555 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
557 if(reg_maps->luminanceparams) {
558 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
559 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
560 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
561 extra_constants_needed++;
562 } else {
563 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
566 extra_constants_needed++;
567 ps_impl->numbumpenvmatconsts++;
570 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
571 ps_impl->srgb_enabled = 1;
572 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
573 shader_addline(buffer, "uniform vec4 srgb_mul_low;\n");
574 shader_addline(buffer, "uniform vec4 srgb_comparison;\n");
575 ps_impl->srgb_mode_hardcoded = 0;
576 extra_constants_needed++;
577 } else {
578 ps_impl->srgb_mode_hardcoded = 1;
579 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
580 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
581 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
582 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
584 } else {
585 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
587 /* Do not write any srgb fixup into the shader to save shader size and processing time.
588 * As a consequence, we can't toggle srgb write on without recompilation
590 ps_impl->srgb_enabled = 0;
591 ps_impl->srgb_mode_hardcoded = 1;
593 if(reg_maps->vpos || reg_maps->usesdsy) {
594 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
595 shader_addline(buffer, "uniform vec4 ycorrection;\n");
596 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
597 extra_constants_needed++;
598 } else {
599 /* This happens because we do not have proper tracking of the constant registers that are
600 * actually used, only the max limit of the shader version
602 FIXME("Cannot find a free uniform for vpos correction params\n");
603 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
604 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
605 device->render_offscreen ? 1.0 : -1.0);
607 shader_addline(buffer, "vec4 vpos;\n");
611 /* Declare texture samplers */
612 for (i = 0; i < This->baseShader.limits.sampler; i++) {
613 if (reg_maps->samplers[i]) {
615 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
616 switch (stype) {
618 case WINED3DSTT_1D:
619 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
620 break;
621 case WINED3DSTT_2D:
622 if(device->stateBlock->textures[i] &&
623 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
624 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
625 } else {
626 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
628 break;
629 case WINED3DSTT_CUBE:
630 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
631 break;
632 case WINED3DSTT_VOLUME:
633 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
634 break;
635 default:
636 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
637 FIXME("Unrecognized sampler type: %#x\n", stype);
638 break;
643 /* Declare address variables */
644 for (i = 0; i < This->baseShader.limits.address; i++) {
645 if (reg_maps->address[i])
646 shader_addline(buffer, "ivec4 A%d;\n", i);
649 /* Declare texture coordinate temporaries and initialize them */
650 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
651 if (reg_maps->texcoord[i])
652 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
655 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
656 * helper function shader that is linked in at link time
658 if(pshader && This->baseShader.hex_version >= WINED3DPS_VERSION(3, 0)) {
659 if(use_vs(device)) {
660 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
661 } else {
662 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
663 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
664 * pixel shader that reads the fixed function color into the packed input registers.
666 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
670 /* Declare output register temporaries */
671 if(This->baseShader.limits.packed_output) {
672 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
675 /* Declare temporary variables */
676 for(i = 0; i < This->baseShader.limits.temporary; i++) {
677 if (reg_maps->temporary[i])
678 shader_addline(buffer, "vec4 R%u;\n", i);
681 /* Declare attributes */
682 for (i = 0; i < This->baseShader.limits.attributes; i++) {
683 if (reg_maps->attributes[i])
684 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
687 /* Declare loop registers aLx */
688 for (i = 0; i < reg_maps->loop_depth; i++) {
689 shader_addline(buffer, "int aL%u;\n", i);
690 shader_addline(buffer, "int tmpInt%u;\n", i);
693 /* Temporary variables for matrix operations */
694 shader_addline(buffer, "vec4 tmp0;\n");
695 shader_addline(buffer, "vec4 tmp1;\n");
697 /* Hardcodable local constants */
698 if(!This->baseShader.load_local_constsF) {
699 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
700 float *value = (float *) lconst->value;
701 shader_addline(buffer, "const vec4 LC%u = vec4(%f, %f, %f, %f);\n", lconst->idx,
702 value[0], value[1], value[2], value[3]);
706 /* Start the main program */
707 shader_addline(buffer, "void main() {\n");
708 if(pshader && reg_maps->vpos) {
709 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
710 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
711 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
712 * precision troubles when we just substract 0.5.
714 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
716 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
718 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
719 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
720 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
721 * correctly on drivers that returns integer values.
723 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
727 /*****************************************************************************
728 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
730 * For more information, see http://wiki.winehq.org/DirectX-Shaders
731 ****************************************************************************/
733 /* Prototypes */
734 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
735 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
737 /** Used for opcode modifiers - They multiply the result by the specified amount */
738 static const char * const shift_glsl_tab[] = {
739 "", /* 0 (none) */
740 "2.0 * ", /* 1 (x2) */
741 "4.0 * ", /* 2 (x4) */
742 "8.0 * ", /* 3 (x8) */
743 "16.0 * ", /* 4 (x16) */
744 "32.0 * ", /* 5 (x32) */
745 "", /* 6 (x64) */
746 "", /* 7 (x128) */
747 "", /* 8 (d256) */
748 "", /* 9 (d128) */
749 "", /* 10 (d64) */
750 "", /* 11 (d32) */
751 "0.0625 * ", /* 12 (d16) */
752 "0.125 * ", /* 13 (d8) */
753 "0.25 * ", /* 14 (d4) */
754 "0.5 * " /* 15 (d2) */
757 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
758 static void shader_glsl_gen_modifier (
759 const DWORD instr,
760 const char *in_reg,
761 const char *in_regswizzle,
762 char *out_str) {
764 out_str[0] = 0;
766 if (instr == WINED3DSIO_TEXKILL)
767 return;
769 switch (instr & WINED3DSP_SRCMOD_MASK) {
770 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
771 case WINED3DSPSM_DW:
772 case WINED3DSPSM_NONE:
773 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
774 break;
775 case WINED3DSPSM_NEG:
776 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
777 break;
778 case WINED3DSPSM_NOT:
779 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
780 break;
781 case WINED3DSPSM_BIAS:
782 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
783 break;
784 case WINED3DSPSM_BIASNEG:
785 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
786 break;
787 case WINED3DSPSM_SIGN:
788 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
789 break;
790 case WINED3DSPSM_SIGNNEG:
791 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
792 break;
793 case WINED3DSPSM_COMP:
794 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
795 break;
796 case WINED3DSPSM_X2:
797 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
798 break;
799 case WINED3DSPSM_X2NEG:
800 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
801 break;
802 case WINED3DSPSM_ABS:
803 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
804 break;
805 case WINED3DSPSM_ABSNEG:
806 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
807 break;
808 default:
809 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
810 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
814 /** Writes the GLSL variable name that corresponds to the register that the
815 * DX opcode parameter is trying to access */
816 static void shader_glsl_get_register_name(
817 const DWORD param,
818 const DWORD addr_token,
819 char* regstr,
820 BOOL* is_color,
821 SHADER_OPCODE_ARG* arg) {
823 /* oPos, oFog and oPts in D3D */
824 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
826 DWORD reg = param & WINED3DSP_REGNUM_MASK;
827 DWORD regtype = shader_get_regtype(param);
828 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
829 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
830 WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
832 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
833 char tmpStr[50];
835 *is_color = FALSE;
837 switch (regtype) {
838 case WINED3DSPR_TEMP:
839 sprintf(tmpStr, "R%u", reg);
840 break;
841 case WINED3DSPR_INPUT:
842 if (pshader) {
843 /* Pixel shaders >= 3.0 */
844 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
845 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
846 glsl_src_param_t rel_param;
847 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
849 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
850 * operation there
852 if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
853 sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str,
854 ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
855 } else {
856 sprintf(tmpStr, "IN[%s]", rel_param.param_str);
858 } else {
859 sprintf(tmpStr, "IN[%u]",
860 ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
862 } else {
863 if (reg==0)
864 strcpy(tmpStr, "gl_Color");
865 else
866 strcpy(tmpStr, "gl_SecondaryColor");
868 } else {
869 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
870 *is_color = TRUE;
871 sprintf(tmpStr, "attrib%u", reg);
873 break;
874 case WINED3DSPR_CONST:
876 const char* prefix = pshader? "PC":"VC";
878 /* Relative addressing */
879 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
881 /* Relative addressing on shaders 2.0+ have a relative address token,
882 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
883 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
884 glsl_src_param_t rel_param;
885 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
886 if(reg) {
887 sprintf(tmpStr, "%s[%s + %u]", prefix, rel_param.param_str, reg);
888 } else {
889 sprintf(tmpStr, "%s[%s]", prefix, rel_param.param_str);
891 } else {
892 if(reg) {
893 sprintf(tmpStr, "%s[A0.x + %u]", prefix, reg);
894 } else {
895 sprintf(tmpStr, "%s[A0.x]", prefix);
899 } else {
900 if(shader_constant_is_local(This, reg)) {
901 sprintf(tmpStr, "LC%u", reg);
902 } else {
903 sprintf(tmpStr, "%s[%u]", prefix, reg);
907 break;
909 case WINED3DSPR_CONSTINT:
910 if (pshader)
911 sprintf(tmpStr, "PI[%u]", reg);
912 else
913 sprintf(tmpStr, "VI[%u]", reg);
914 break;
915 case WINED3DSPR_CONSTBOOL:
916 if (pshader)
917 sprintf(tmpStr, "PB[%u]", reg);
918 else
919 sprintf(tmpStr, "VB[%u]", reg);
920 break;
921 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
922 if (pshader) {
923 sprintf(tmpStr, "T%u", reg);
924 } else {
925 sprintf(tmpStr, "A%u", reg);
927 break;
928 case WINED3DSPR_LOOP:
929 sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
930 break;
931 case WINED3DSPR_SAMPLER:
932 if (pshader)
933 sprintf(tmpStr, "Psampler%u", reg);
934 else
935 sprintf(tmpStr, "Vsampler%u", reg);
936 break;
937 case WINED3DSPR_COLOROUT:
938 if (reg >= GL_LIMITS(buffers)) {
939 WARN("Write to render target %u, only %d supported\n", reg, 4);
941 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
942 sprintf(tmpStr, "gl_FragData[%u]", reg);
943 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
944 sprintf(tmpStr, "gl_FragColor");
946 break;
947 case WINED3DSPR_RASTOUT:
948 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
949 break;
950 case WINED3DSPR_DEPTHOUT:
951 sprintf(tmpStr, "gl_FragDepth");
952 break;
953 case WINED3DSPR_ATTROUT:
954 if (reg == 0) {
955 sprintf(tmpStr, "gl_FrontColor");
956 } else {
957 sprintf(tmpStr, "gl_FrontSecondaryColor");
959 break;
960 case WINED3DSPR_TEXCRDOUT:
961 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
962 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
963 sprintf(tmpStr, "OUT[%u]", reg);
964 else
965 sprintf(tmpStr, "gl_TexCoord[%u]", reg);
966 break;
967 case WINED3DSPR_MISCTYPE:
968 if (reg == 0) {
969 /* vPos */
970 sprintf(tmpStr, "vpos");
971 } else if (reg == 1){
972 /* Note that gl_FrontFacing is a bool, while vFace is
973 * a float for which the sign determines front/back
975 sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
976 } else {
977 FIXME("Unhandled misctype register %d\n", reg);
978 sprintf(tmpStr, "unrecognized_register");
980 break;
981 default:
982 FIXME("Unhandled register name Type(%d)\n", regtype);
983 sprintf(tmpStr, "unrecognized_register");
984 break;
987 strcat(regstr, tmpStr);
990 /* Get the GLSL write mask for the destination register */
991 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
992 char *ptr = write_mask;
993 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
995 if (shader_is_scalar(param)) {
996 mask = WINED3DSP_WRITEMASK_0;
997 } else {
998 *ptr++ = '.';
999 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1000 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1001 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1002 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1005 *ptr = '\0';
1007 return mask;
1010 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1011 unsigned int size = 0;
1013 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1014 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1015 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1016 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1018 return size;
1021 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
1022 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1023 * but addressed as "rgba". To fix this we need to swap the register's x
1024 * and z components. */
1025 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1026 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1027 char *ptr = swizzle_str;
1029 if (!shader_is_scalar(param)) {
1030 *ptr++ = '.';
1031 /* swizzle bits fields: wwzzyyxx */
1032 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
1033 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
1034 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
1035 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
1038 *ptr = '\0';
1041 /* From a given parameter token, generate the corresponding GLSL string.
1042 * Also, return the actual register name and swizzle in case the
1043 * caller needs this information as well. */
1044 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
1045 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param) {
1046 BOOL is_color = FALSE;
1047 char swizzle_str[6];
1049 src_param->reg_name[0] = '\0';
1050 src_param->param_str[0] = '\0';
1051 swizzle_str[0] = '\0';
1053 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
1055 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
1056 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
1059 /* From a given parameter token, generate the corresponding GLSL string.
1060 * Also, return the actual register name and swizzle in case the
1061 * caller needs this information as well. */
1062 static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param,
1063 const DWORD addr_token, glsl_dst_param_t *dst_param) {
1064 BOOL is_color = FALSE;
1066 dst_param->mask_str[0] = '\0';
1067 dst_param->reg_name[0] = '\0';
1069 shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
1070 return shader_glsl_get_write_mask(param, dst_param->mask_str);
1073 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1074 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg, const DWORD param) {
1075 glsl_dst_param_t dst_param;
1076 DWORD mask;
1077 int shift;
1079 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
1081 if(mask) {
1082 shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1083 shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
1086 return mask;
1089 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1090 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg) {
1091 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
1094 /** Process GLSL instruction modifiers */
1095 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
1097 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
1099 if (arg->opcode->dst_token && mask != 0) {
1100 glsl_dst_param_t dst_param;
1102 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1104 if (mask & WINED3DSPDM_SATURATE) {
1105 /* _SAT means to clamp the value of the register to between 0 and 1 */
1106 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1107 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1109 if (mask & WINED3DSPDM_MSAMPCENTROID) {
1110 FIXME("_centroid modifier not handled\n");
1112 if (mask & WINED3DSPDM_PARTIALPRECISION) {
1113 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1118 static inline const char* shader_get_comp_op(
1119 const DWORD opcode) {
1121 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1122 switch (op) {
1123 case COMPARISON_GT: return ">";
1124 case COMPARISON_EQ: return "==";
1125 case COMPARISON_GE: return ">=";
1126 case COMPARISON_LT: return "<";
1127 case COMPARISON_NE: return "!=";
1128 case COMPARISON_LE: return "<=";
1129 default:
1130 FIXME("Unrecognized comparison value: %u\n", op);
1131 return "(\?\?)";
1135 static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, glsl_sample_function_t *sample_function) {
1136 /* Note that there's no such thing as a projected cube texture. */
1137 switch(sampler_type) {
1138 case WINED3DSTT_1D:
1139 sample_function->name = projected ? "texture1DProj" : "texture1D";
1140 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1141 break;
1142 case WINED3DSTT_2D:
1143 if(texrect) {
1144 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1145 } else {
1146 sample_function->name = projected ? "texture2DProj" : "texture2D";
1148 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1149 break;
1150 case WINED3DSTT_CUBE:
1151 sample_function->name = "textureCube";
1152 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1153 break;
1154 case WINED3DSTT_VOLUME:
1155 sample_function->name = projected ? "texture3DProj" : "texture3D";
1156 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1157 break;
1158 default:
1159 sample_function->name = "";
1160 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1161 break;
1165 static void shader_glsl_color_correction(SHADER_OPCODE_ARG* arg) {
1166 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1167 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
1168 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
1169 glsl_dst_param_t dst_param;
1170 glsl_dst_param_t dst_param2;
1171 WINED3DFORMAT fmt;
1172 WINED3DFORMAT conversion_group;
1173 IWineD3DBaseTextureImpl *texture;
1174 DWORD mask, mask_size;
1175 UINT i;
1176 BOOL recorded = FALSE;
1177 DWORD sampler_idx;
1178 DWORD hex_version = shader->baseShader.hex_version;
1180 switch(arg->opcode->opcode) {
1181 case WINED3DSIO_TEX:
1182 if (hex_version < WINED3DPS_VERSION(2,0)) {
1183 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1184 } else {
1185 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
1187 break;
1189 case WINED3DSIO_TEXLDL:
1190 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
1191 return;
1193 case WINED3DSIO_TEXDP3TEX:
1194 case WINED3DSIO_TEXM3x3TEX:
1195 case WINED3DSIO_TEXM3x3SPEC:
1196 case WINED3DSIO_TEXM3x3VSPEC:
1197 case WINED3DSIO_TEXBEM:
1198 case WINED3DSIO_TEXREG2AR:
1199 case WINED3DSIO_TEXREG2GB:
1200 case WINED3DSIO_TEXREG2RGB:
1201 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1202 break;
1204 default:
1205 /* Not a texture sampling instruction, nothing to do */
1206 return;
1209 texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
1210 if(texture) {
1211 fmt = texture->resource.format;
1212 conversion_group = texture->baseTexture.shader_conversion_group;
1213 } else {
1214 fmt = WINED3DFMT_UNKNOWN;
1215 conversion_group = WINED3DFMT_UNKNOWN;
1218 /* before doing anything, record the sampler with the format in the format conversion list,
1219 * but check if it's not there already
1221 for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
1222 if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
1223 recorded = TRUE;
1224 break;
1227 if(!recorded) {
1228 shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
1229 shader->baseShader.num_sampled_samplers++;
1230 shader->baseShader.sampled_format[sampler_idx] = conversion_group;
1233 switch(fmt) {
1234 case WINED3DFMT_V8U8:
1235 case WINED3DFMT_V16U16:
1236 if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
1237 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
1238 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
1239 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_2, &dst_param);
1240 mask_size = shader_glsl_get_write_mask_size(mask);
1241 if(mask_size >= 3) {
1242 shader_addline(arg->buffer, "%s.%c = 1.0;\n", dst_param.reg_name, dst_param.mask_str[3]);
1244 } else {
1245 /* Correct the sign, but leave the blue as it is - it was loaded correctly already */
1246 mask = shader_glsl_add_dst_param(arg, arg->dst,
1247 WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1,
1248 &dst_param);
1249 mask_size = shader_glsl_get_write_mask_size(mask);
1250 if(mask_size >= 2) {
1251 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1252 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
1253 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
1254 } else if(mask_size == 1) {
1255 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str[1],
1256 dst_param.reg_name, dst_param.mask_str[1]);
1259 break;
1261 case WINED3DFMT_X8L8V8U8:
1262 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1263 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
1264 * and a(X) is always 1.0
1266 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
1267 mask_size = shader_glsl_get_write_mask_size(mask);
1268 if(mask_size >= 2) {
1269 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1270 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
1271 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
1272 } else if(mask_size == 1) {
1273 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1274 dst_param.reg_name, dst_param.mask_str[1],
1275 dst_param.reg_name, dst_param.mask_str[1]);
1278 break;
1280 case WINED3DFMT_L6V5U5:
1281 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1282 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
1283 mask_size = shader_glsl_get_write_mask_size(mask);
1284 shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_2, &dst_param2);
1285 if(mask_size >= 3) {
1286 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
1287 shader_addline(arg->buffer, "tmp0.g = %s.%c;\n",
1288 dst_param.reg_name, dst_param.mask_str[2]);
1289 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1290 dst_param.reg_name, dst_param.mask_str[2], dst_param.mask_str[1],
1291 dst_param2.reg_name, dst_param.mask_str[1], dst_param.mask_str[3]);
1292 shader_addline(arg->buffer, "%s.%c = tmp0.g;\n", dst_param.reg_name,
1293 dst_param.mask_str[3]);
1294 } else if(mask_size == 2) {
1295 /* This is bad: We have VL, but we need VU */
1296 FIXME("2 components sampled from a converted L6V5U5 texture\n");
1297 } else {
1298 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1299 dst_param.reg_name, dst_param.mask_str[1],
1300 dst_param2.reg_name, dst_param.mask_str[1]);
1303 break;
1305 case WINED3DFMT_Q8W8V8U8:
1306 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1307 /* Correct the sign in all channels. The writemask just applies as-is, no
1308 * need for checking the mask size
1310 shader_glsl_add_dst_param(arg, arg->dst,
1311 WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 |
1312 WINED3DSP_WRITEMASK_2 | WINED3DSP_WRITEMASK_3,
1313 &dst_param);
1314 shader_addline(arg->buffer, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str,
1315 dst_param.reg_name, dst_param.mask_str);
1317 break;
1319 /* stupid compiler */
1320 default:
1321 break;
1325 /*****************************************************************************
1327 * Begin processing individual instruction opcodes
1329 ****************************************************************************/
1331 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1332 void shader_glsl_arith(SHADER_OPCODE_ARG* arg) {
1333 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1334 SHADER_BUFFER* buffer = arg->buffer;
1335 glsl_src_param_t src0_param;
1336 glsl_src_param_t src1_param;
1337 DWORD write_mask;
1338 char op;
1340 /* Determine the GLSL operator to use based on the opcode */
1341 switch (curOpcode->opcode) {
1342 case WINED3DSIO_MUL: op = '*'; break;
1343 case WINED3DSIO_ADD: op = '+'; break;
1344 case WINED3DSIO_SUB: op = '-'; break;
1345 default:
1346 op = ' ';
1347 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1348 break;
1351 write_mask = shader_glsl_append_dst(buffer, arg);
1352 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1353 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1354 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1357 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1358 void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
1359 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1360 SHADER_BUFFER* buffer = arg->buffer;
1361 glsl_src_param_t src0_param;
1362 DWORD write_mask;
1364 write_mask = shader_glsl_append_dst(buffer, arg);
1365 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1367 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1368 * shader versions WINED3DSIO_MOVA is used for this. */
1369 if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 &&
1370 !shader_is_pshader_version(shader->baseShader.hex_version) &&
1371 shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)) {
1372 /* This is a simple floor() */
1373 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1374 if (mask_size > 1) {
1375 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1376 } else {
1377 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1379 } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
1380 /* We need to *round* to the nearest int here. */
1381 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1382 if (mask_size > 1) {
1383 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);
1384 } else {
1385 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1387 } else {
1388 shader_addline(buffer, "%s);\n", src0_param.param_str);
1392 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1393 void shader_glsl_dot(SHADER_OPCODE_ARG* arg) {
1394 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1395 SHADER_BUFFER* buffer = arg->buffer;
1396 glsl_src_param_t src0_param;
1397 glsl_src_param_t src1_param;
1398 DWORD dst_write_mask, src_write_mask;
1399 unsigned int dst_size = 0;
1401 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1402 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1404 /* dp3 works on vec3, dp4 on vec4 */
1405 if (curOpcode->opcode == WINED3DSIO_DP4) {
1406 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1407 } else {
1408 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1411 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
1412 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
1414 if (dst_size > 1) {
1415 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1416 } else {
1417 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1421 /* Note that this instruction has some restrictions. The destination write mask
1422 * can't contain the w component, and the source swizzles have to be .xyzw */
1423 void shader_glsl_cross(SHADER_OPCODE_ARG *arg) {
1424 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1425 glsl_src_param_t src0_param;
1426 glsl_src_param_t src1_param;
1427 char dst_mask[6];
1429 shader_glsl_get_write_mask(arg->dst, dst_mask);
1430 shader_glsl_append_dst(arg->buffer, arg);
1431 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1432 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1433 shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1436 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1437 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1438 * GLSL uses the value as-is. */
1439 void shader_glsl_pow(SHADER_OPCODE_ARG *arg) {
1440 SHADER_BUFFER *buffer = arg->buffer;
1441 glsl_src_param_t src0_param;
1442 glsl_src_param_t src1_param;
1443 DWORD dst_write_mask;
1444 unsigned int dst_size;
1446 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1447 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1449 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1450 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1452 if (dst_size > 1) {
1453 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1454 } else {
1455 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1459 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1460 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1461 * GLSL uses the value as-is. */
1462 void shader_glsl_log(SHADER_OPCODE_ARG *arg) {
1463 SHADER_BUFFER *buffer = arg->buffer;
1464 glsl_src_param_t src0_param;
1465 DWORD dst_write_mask;
1466 unsigned int dst_size;
1468 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1469 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1471 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1473 if (dst_size > 1) {
1474 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1475 } else {
1476 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1480 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1481 void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
1482 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1483 SHADER_BUFFER* buffer = arg->buffer;
1484 glsl_src_param_t src_param;
1485 const char *instruction;
1486 char arguments[256];
1487 DWORD write_mask;
1488 unsigned i;
1490 /* Determine the GLSL function to use based on the opcode */
1491 /* TODO: Possibly make this a table for faster lookups */
1492 switch (curOpcode->opcode) {
1493 case WINED3DSIO_MIN: instruction = "min"; break;
1494 case WINED3DSIO_MAX: instruction = "max"; break;
1495 case WINED3DSIO_ABS: instruction = "abs"; break;
1496 case WINED3DSIO_FRC: instruction = "fract"; break;
1497 case WINED3DSIO_NRM: instruction = "normalize"; break;
1498 case WINED3DSIO_LOGP:
1499 case WINED3DSIO_LOG: instruction = "log2"; break;
1500 case WINED3DSIO_EXP: instruction = "exp2"; break;
1501 case WINED3DSIO_SGN: instruction = "sign"; break;
1502 case WINED3DSIO_DSX: instruction = "dFdx"; break;
1503 case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
1504 default: instruction = "";
1505 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1506 break;
1509 write_mask = shader_glsl_append_dst(buffer, arg);
1511 arguments[0] = '\0';
1512 if (curOpcode->num_params > 0) {
1513 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
1514 strcat(arguments, src_param.param_str);
1515 for (i = 2; i < curOpcode->num_params; ++i) {
1516 strcat(arguments, ", ");
1517 shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
1518 strcat(arguments, src_param.param_str);
1522 shader_addline(buffer, "%s(%s));\n", instruction, arguments);
1525 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1526 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1527 * dst.x = 2^(floor(src))
1528 * dst.y = src - floor(src)
1529 * dst.z = 2^src (partial precision is allowed, but optional)
1530 * dst.w = 1.0;
1531 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1532 * dst = 2^src; (partial precision is allowed, but optional)
1534 void shader_glsl_expp(SHADER_OPCODE_ARG* arg) {
1535 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1536 glsl_src_param_t src_param;
1538 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1540 if (shader->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
1541 char dst_mask[6];
1543 shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1544 shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1545 shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1546 shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
1548 shader_glsl_append_dst(arg->buffer, arg);
1549 shader_glsl_get_write_mask(arg->dst, dst_mask);
1550 shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
1551 } else {
1552 DWORD write_mask;
1553 unsigned int mask_size;
1555 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1556 mask_size = shader_glsl_get_write_mask_size(write_mask);
1558 if (mask_size > 1) {
1559 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1560 } else {
1561 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1566 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1567 void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
1568 glsl_src_param_t src_param;
1569 DWORD write_mask;
1570 unsigned int mask_size;
1572 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1573 mask_size = shader_glsl_get_write_mask_size(write_mask);
1574 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1576 if (mask_size > 1) {
1577 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1578 } else {
1579 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1583 void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) {
1584 SHADER_BUFFER* buffer = arg->buffer;
1585 glsl_src_param_t src_param;
1586 DWORD write_mask;
1587 unsigned int mask_size;
1589 write_mask = shader_glsl_append_dst(buffer, arg);
1590 mask_size = shader_glsl_get_write_mask_size(write_mask);
1592 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1594 if (mask_size > 1) {
1595 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1596 } else {
1597 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1601 /** Process signed comparison opcodes in GLSL. */
1602 void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
1603 glsl_src_param_t src0_param;
1604 glsl_src_param_t src1_param;
1605 DWORD write_mask;
1606 unsigned int mask_size;
1608 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1609 mask_size = shader_glsl_get_write_mask_size(write_mask);
1610 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1611 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1613 if (mask_size > 1) {
1614 const char *compare;
1616 switch(arg->opcode->opcode) {
1617 case WINED3DSIO_SLT: compare = "lessThan"; break;
1618 case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
1619 default: compare = "";
1620 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1623 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1624 src0_param.param_str, src1_param.param_str);
1625 } else {
1626 switch(arg->opcode->opcode) {
1627 case WINED3DSIO_SLT:
1628 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1629 * to return 0.0 but step returns 1.0 because step is not < x
1630 * An alternative is a bvec compare padded with an unused second component.
1631 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1632 * issue. Playing with not() is not possible either because not() does not accept
1633 * a scalar.
1635 shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
1636 break;
1637 case WINED3DSIO_SGE:
1638 /* Here we can use the step() function and safe a conditional */
1639 shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1640 break;
1641 default:
1642 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1648 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1649 void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
1650 glsl_src_param_t src0_param;
1651 glsl_src_param_t src1_param;
1652 glsl_src_param_t src2_param;
1653 DWORD write_mask, cmp_channel = 0;
1654 unsigned int i, j;
1655 char mask_char[6];
1656 BOOL temp_destination = FALSE;
1658 if(shader_is_scalar(arg->src[0])) {
1659 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1661 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1662 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1663 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1665 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1666 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1667 } else {
1668 DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
1669 DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1670 DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
1671 DWORD src0regtype = shader_get_regtype(arg->src[0]);
1672 DWORD src1regtype = shader_get_regtype(arg->src[1]);
1673 DWORD src2regtype = shader_get_regtype(arg->src[2]);
1674 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1675 DWORD dstregtype = shader_get_regtype(arg->dst);
1677 /* Cycle through all source0 channels */
1678 for (i=0; i<4; i++) {
1679 write_mask = 0;
1680 /* Find the destination channels which use the current source0 channel */
1681 for (j=0; j<4; j++) {
1682 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1683 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1684 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1688 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1689 * The first lines may overwrite source parameters of the following lines.
1690 * Deal with that by using a temporary destination register if needed
1692 if((src0reg == dstreg && src0regtype == dstregtype) ||
1693 (src1reg == dstreg && src1regtype == dstregtype) ||
1694 (src2reg == dstreg && src2regtype == dstregtype)) {
1696 write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
1697 if (!write_mask) continue;
1698 shader_addline(arg->buffer, "tmp0%s = (", mask_char);
1699 temp_destination = TRUE;
1700 } else {
1701 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1702 if (!write_mask) continue;
1705 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1706 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1707 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1709 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1710 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1713 if(temp_destination) {
1714 shader_glsl_get_write_mask(arg->dst, mask_char);
1715 shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
1716 shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
1722 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1723 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1724 * the compare is done per component of src0. */
1725 void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) {
1726 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1727 glsl_src_param_t src0_param;
1728 glsl_src_param_t src1_param;
1729 glsl_src_param_t src2_param;
1730 DWORD write_mask, cmp_channel = 0;
1731 unsigned int i, j;
1733 if (shader->baseShader.hex_version < WINED3DPS_VERSION(1, 4)) {
1734 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1735 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1736 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1737 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1739 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1740 if(arg->opcode_token & WINED3DSI_COISSUE) {
1741 shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
1742 } else {
1743 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1744 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1746 return;
1748 /* Cycle through all source0 channels */
1749 for (i=0; i<4; i++) {
1750 write_mask = 0;
1751 /* Find the destination channels which use the current source0 channel */
1752 for (j=0; j<4; j++) {
1753 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1754 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1755 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1758 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1759 if (!write_mask) continue;
1761 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1762 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1763 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1765 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1766 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1770 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1771 void shader_glsl_mad(SHADER_OPCODE_ARG* arg) {
1772 glsl_src_param_t src0_param;
1773 glsl_src_param_t src1_param;
1774 glsl_src_param_t src2_param;
1775 DWORD write_mask;
1777 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1778 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1779 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1780 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1781 shader_addline(arg->buffer, "(%s * %s) + %s);\n",
1782 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1785 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1786 Vertex shaders to GLSL codes */
1787 void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
1788 int i;
1789 int nComponents = 0;
1790 SHADER_OPCODE_ARG tmpArg;
1792 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1794 /* Set constants for the temporary argument */
1795 tmpArg.shader = arg->shader;
1796 tmpArg.buffer = arg->buffer;
1797 tmpArg.src[0] = arg->src[0];
1798 tmpArg.src_addr[0] = arg->src_addr[0];
1799 tmpArg.src_addr[1] = arg->src_addr[1];
1800 tmpArg.reg_maps = arg->reg_maps;
1802 switch(arg->opcode->opcode) {
1803 case WINED3DSIO_M4x4:
1804 nComponents = 4;
1805 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1806 break;
1807 case WINED3DSIO_M4x3:
1808 nComponents = 3;
1809 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1810 break;
1811 case WINED3DSIO_M3x4:
1812 nComponents = 4;
1813 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1814 break;
1815 case WINED3DSIO_M3x3:
1816 nComponents = 3;
1817 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1818 break;
1819 case WINED3DSIO_M3x2:
1820 nComponents = 2;
1821 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1822 break;
1823 default:
1824 break;
1827 for (i = 0; i < nComponents; i++) {
1828 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1829 tmpArg.src[1] = arg->src[1]+i;
1830 shader_glsl_dot(&tmpArg);
1835 The LRP instruction performs a component-wise linear interpolation
1836 between the second and third operands using the first operand as the
1837 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1838 This is equivalent to mix(src2, src1, src0);
1840 void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) {
1841 glsl_src_param_t src0_param;
1842 glsl_src_param_t src1_param;
1843 glsl_src_param_t src2_param;
1844 DWORD write_mask;
1846 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1848 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1849 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1850 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1852 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
1853 src2_param.param_str, src1_param.param_str, src0_param.param_str);
1856 /** Process the WINED3DSIO_LIT instruction in GLSL:
1857 * dst.x = dst.w = 1.0
1858 * dst.y = (src0.x > 0) ? src0.x
1859 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1860 * where src.w is clamped at +- 128
1862 void shader_glsl_lit(SHADER_OPCODE_ARG* arg) {
1863 glsl_src_param_t src0_param;
1864 glsl_src_param_t src1_param;
1865 glsl_src_param_t src3_param;
1866 char dst_mask[6];
1868 shader_glsl_append_dst(arg->buffer, arg);
1869 shader_glsl_get_write_mask(arg->dst, dst_mask);
1871 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1872 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
1873 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
1875 /* The sdk specifies the instruction like this
1876 * dst.x = 1.0;
1877 * if(src.x > 0.0) dst.y = src.x
1878 * else dst.y = 0.0.
1879 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
1880 * else dst.z = 0.0;
1881 * dst.w = 1.0;
1883 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
1884 * dst.x = 1.0 ... No further explanation needed
1885 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
1886 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
1887 * dst.w = 1.0. ... Nothing fancy.
1889 * So we still have one conditional in there. So do this:
1890 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
1892 * 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),
1893 * 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.
1894 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
1896 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",
1897 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
1900 /** Process the WINED3DSIO_DST instruction in GLSL:
1901 * dst.x = 1.0
1902 * dst.y = src0.x * src0.y
1903 * dst.z = src0.z
1904 * dst.w = src1.w
1906 void shader_glsl_dst(SHADER_OPCODE_ARG* arg) {
1907 glsl_src_param_t src0y_param;
1908 glsl_src_param_t src0z_param;
1909 glsl_src_param_t src1y_param;
1910 glsl_src_param_t src1w_param;
1911 char dst_mask[6];
1913 shader_glsl_append_dst(arg->buffer, arg);
1914 shader_glsl_get_write_mask(arg->dst, dst_mask);
1916 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
1917 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
1918 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
1919 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
1921 shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1922 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
1925 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1926 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1927 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1929 * dst.x = cos(src0.?)
1930 * dst.y = sin(src0.?)
1931 * dst.z = dst.z
1932 * dst.w = dst.w
1934 void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
1935 glsl_src_param_t src0_param;
1936 DWORD write_mask;
1938 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1939 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1941 switch (write_mask) {
1942 case WINED3DSP_WRITEMASK_0:
1943 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
1944 break;
1946 case WINED3DSP_WRITEMASK_1:
1947 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
1948 break;
1950 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
1951 shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
1952 break;
1954 default:
1955 ERR("Write mask should be .x, .y or .xy\n");
1956 break;
1960 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1961 * Start a for() loop where src1.y is the initial value of aL,
1962 * increment aL by src1.z for a total of src1.x iterations.
1963 * Need to use a temporary variable for this operation.
1965 /* FIXME: I don't think nested loops will work correctly this way. */
1966 void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
1967 glsl_src_param_t src1_param;
1968 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1969 DWORD regtype = shader_get_regtype(arg->src[1]);
1970 DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1971 const DWORD *control_values = NULL;
1972 local_constant *constant;
1974 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
1976 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
1977 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
1978 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
1979 * addressing.
1981 if(regtype == WINED3DSPR_CONSTINT) {
1982 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
1983 if(constant->idx == reg) {
1984 control_values = constant->value;
1985 break;
1990 if(control_values) {
1991 if(control_values[2] > 0) {
1992 shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
1993 shader->baseShader.cur_loop_depth, control_values[1],
1994 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
1995 shader->baseShader.cur_loop_depth, control_values[2]);
1996 } else if(control_values[2] == 0) {
1997 shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
1998 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
1999 shader->baseShader.cur_loop_depth, control_values[0],
2000 shader->baseShader.cur_loop_depth);
2001 } else {
2002 shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2003 shader->baseShader.cur_loop_depth, control_values[1],
2004 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2005 shader->baseShader.cur_loop_depth, control_values[2]);
2007 } else {
2008 shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2009 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2010 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2011 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2014 shader->baseShader.cur_loop_depth++;
2015 shader->baseShader.cur_loop_regno++;
2018 void shader_glsl_end(SHADER_OPCODE_ARG* arg) {
2019 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2021 shader_addline(arg->buffer, "}\n");
2023 if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
2024 shader->baseShader.cur_loop_depth--;
2025 shader->baseShader.cur_loop_regno--;
2027 if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
2028 shader->baseShader.cur_loop_depth--;
2032 void shader_glsl_rep(SHADER_OPCODE_ARG* arg) {
2033 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2034 glsl_src_param_t src0_param;
2036 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2037 shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2038 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2039 src0_param.param_str, shader->baseShader.cur_loop_depth);
2040 shader->baseShader.cur_loop_depth++;
2043 void shader_glsl_if(SHADER_OPCODE_ARG* arg) {
2044 glsl_src_param_t src0_param;
2046 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2047 shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
2050 void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) {
2051 glsl_src_param_t src0_param;
2052 glsl_src_param_t src1_param;
2054 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2055 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2057 shader_addline(arg->buffer, "if (%s %s %s) {\n",
2058 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2061 void shader_glsl_else(SHADER_OPCODE_ARG* arg) {
2062 shader_addline(arg->buffer, "} else {\n");
2065 void shader_glsl_break(SHADER_OPCODE_ARG* arg) {
2066 shader_addline(arg->buffer, "break;\n");
2069 /* FIXME: According to MSDN the compare is done per component. */
2070 void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) {
2071 glsl_src_param_t src0_param;
2072 glsl_src_param_t src1_param;
2074 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2075 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2077 shader_addline(arg->buffer, "if (%s %s %s) break;\n",
2078 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2081 void shader_glsl_label(SHADER_OPCODE_ARG* arg) {
2083 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2084 shader_addline(arg->buffer, "}\n");
2085 shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
2088 void shader_glsl_call(SHADER_OPCODE_ARG* arg) {
2089 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2090 shader_addline(arg->buffer, "subroutine%u();\n", snum);
2093 void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) {
2094 glsl_src_param_t src1_param;
2096 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2097 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2098 shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
2101 /*********************************************
2102 * Pixel Shader Specific Code begins here
2103 ********************************************/
2104 void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
2105 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2106 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2107 DWORD hex_version = This->baseShader.hex_version;
2108 char dst_swizzle[6];
2109 glsl_sample_function_t sample_function;
2110 DWORD sampler_type;
2111 DWORD sampler_idx;
2112 BOOL projected, texrect = FALSE;
2113 DWORD mask = 0;
2115 /* All versions have a destination register */
2116 shader_glsl_append_dst(arg->buffer, arg);
2118 /* 1.0-1.4: Use destination register as sampler source.
2119 * 2.0+: Use provided sampler source. */
2120 if (hex_version < WINED3DPS_VERSION(1,4)) {
2121 DWORD flags;
2123 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2124 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2126 if (flags & WINED3DTTFF_PROJECTED) {
2127 projected = TRUE;
2128 switch (flags & ~WINED3DTTFF_PROJECTED) {
2129 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2130 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2131 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2132 case WINED3DTTFF_COUNT4:
2133 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2135 } else {
2136 projected = FALSE;
2138 } else if (hex_version < WINED3DPS_VERSION(2,0)) {
2139 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2140 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2142 if (src_mod == WINED3DSPSM_DZ) {
2143 projected = TRUE;
2144 mask = WINED3DSP_WRITEMASK_2;
2145 } else if (src_mod == WINED3DSPSM_DW) {
2146 projected = TRUE;
2147 mask = WINED3DSP_WRITEMASK_3;
2148 } else {
2149 projected = FALSE;
2151 } else {
2152 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2153 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
2154 /* ps 2.0 texldp instruction always divides by the fourth component. */
2155 projected = TRUE;
2156 mask = WINED3DSP_WRITEMASK_3;
2157 } else {
2158 projected = FALSE;
2162 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2163 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2164 texrect = TRUE;
2167 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2168 shader_glsl_get_sample_function(sampler_type, projected, texrect, &sample_function);
2169 mask |= sample_function.coord_mask;
2171 if (hex_version < WINED3DPS_VERSION(2,0)) {
2172 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2173 } else {
2174 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2177 /* 1.0-1.3: Use destination register as coordinate source.
2178 1.4+: Use provided coordinate source register. */
2179 if (hex_version < WINED3DPS_VERSION(1,4)) {
2180 char coord_mask[6];
2181 shader_glsl_get_write_mask(mask, coord_mask);
2182 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
2183 sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
2184 } else {
2185 glsl_src_param_t coord_param;
2186 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
2187 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
2188 glsl_src_param_t bias;
2189 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
2191 shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n",
2192 sample_function.name, sampler_idx, coord_param.param_str,
2193 bias.param_str, dst_swizzle);
2194 } else {
2195 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
2196 sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
2201 void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) {
2202 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
2203 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2204 glsl_sample_function_t sample_function;
2205 glsl_src_param_t coord_param, lod_param;
2206 char dst_swizzle[6];
2207 DWORD sampler_type;
2208 DWORD sampler_idx;
2209 BOOL texrect = FALSE;
2211 shader_glsl_append_dst(arg->buffer, arg);
2212 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2214 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2215 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2216 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2217 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2218 texrect = TRUE;
2220 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);
2222 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
2224 if (shader_is_pshader_version(This->baseShader.hex_version)) {
2225 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2226 * However, they seem to work just fine in fragment shaders as well. */
2227 WARN("Using %sLod in fragment shader.\n", sample_function.name);
2228 shader_addline(arg->buffer, "%sLod(Psampler%u, %s, %s)%s);\n",
2229 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2230 } else {
2231 shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n",
2232 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2236 void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
2238 /* FIXME: Make this work for more than just 2D textures */
2240 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2241 SHADER_BUFFER* buffer = arg->buffer;
2242 DWORD hex_version = This->baseShader.hex_version;
2243 DWORD write_mask;
2244 char dst_mask[6];
2246 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2247 shader_glsl_get_write_mask(write_mask, dst_mask);
2249 if (hex_version != WINED3DPS_VERSION(1,4)) {
2250 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2251 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
2252 } else {
2253 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
2254 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2255 char dst_swizzle[6];
2257 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
2259 if (src_mod == WINED3DSPSM_DZ) {
2260 glsl_src_param_t div_param;
2261 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2262 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
2264 if (mask_size > 1) {
2265 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2266 } else {
2267 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2269 } else if (src_mod == WINED3DSPSM_DW) {
2270 glsl_src_param_t div_param;
2271 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2272 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
2274 if (mask_size > 1) {
2275 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2276 } else {
2277 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2279 } else {
2280 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2285 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2286 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2287 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2288 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) {
2289 glsl_src_param_t src0_param;
2290 char dst_mask[6];
2291 glsl_sample_function_t sample_function;
2292 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2293 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2294 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2296 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2298 shader_glsl_append_dst(arg->buffer, arg);
2299 shader_glsl_get_write_mask(arg->dst, dst_mask);
2301 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2302 * scalar, and projected sampling would require 4.
2304 * It is a dependent read - not valid with conditional NP2 textures
2306 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2308 switch(count_bits(sample_function.coord_mask)) {
2309 case 1:
2310 shader_addline(arg->buffer, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2311 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2312 break;
2314 case 2:
2315 shader_addline(arg->buffer, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2316 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2317 break;
2319 case 3:
2320 shader_addline(arg->buffer, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2321 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2322 break;
2323 default:
2324 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
2328 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2329 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2330 void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) {
2331 glsl_src_param_t src0_param;
2332 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2333 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2334 DWORD dst_mask;
2335 unsigned int mask_size;
2337 dst_mask = shader_glsl_append_dst(arg->buffer, arg);
2338 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2339 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2341 if (mask_size > 1) {
2342 shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2343 } else {
2344 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2348 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2349 * Calculate the depth as dst.x / dst.y */
2350 void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) {
2351 glsl_dst_param_t dst_param;
2353 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2355 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2356 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2357 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2358 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2359 * >= 1.0 or < 0.0
2361 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);
2364 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2365 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2366 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2367 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2369 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) {
2370 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2371 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2372 glsl_src_param_t src0_param;
2374 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2376 shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2377 shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2380 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2381 * Calculate the 1st of a 2-row matrix multiplication. */
2382 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) {
2383 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2384 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2385 SHADER_BUFFER* buffer = arg->buffer;
2386 glsl_src_param_t src0_param;
2388 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2389 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2392 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2393 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2394 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) {
2396 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2397 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2398 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2399 SHADER_BUFFER* buffer = arg->buffer;
2400 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2401 glsl_src_param_t src0_param;
2403 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2404 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2405 current_state->texcoord_w[current_state->current_row++] = reg;
2408 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
2409 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2410 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2411 SHADER_BUFFER* buffer = arg->buffer;
2412 glsl_src_param_t src0_param;
2413 char dst_mask[6];
2415 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2416 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2418 shader_glsl_append_dst(buffer, arg);
2419 shader_glsl_get_write_mask(arg->dst, dst_mask);
2421 /* Sample the texture using the calculated coordinates */
2422 shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask);
2425 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2426 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2427 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
2428 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2429 glsl_src_param_t src0_param;
2430 char dst_mask[6];
2431 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2432 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2433 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2434 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2435 glsl_sample_function_t sample_function;
2437 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2438 shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2440 shader_glsl_append_dst(arg->buffer, arg);
2441 shader_glsl_get_write_mask(arg->dst, dst_mask);
2442 /* Dependent read, not valid with conditional NP2 */
2443 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2445 /* Sample the texture using the calculated coordinates */
2446 shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2448 current_state->current_row = 0;
2451 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2452 * Perform the 3rd row of a 3x3 matrix multiply */
2453 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) {
2454 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2455 glsl_src_param_t src0_param;
2456 char dst_mask[6];
2457 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2458 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2459 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2461 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2463 shader_glsl_append_dst(arg->buffer, arg);
2464 shader_glsl_get_write_mask(arg->dst, dst_mask);
2465 shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2467 current_state->current_row = 0;
2470 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2471 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2472 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
2474 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2475 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2476 glsl_src_param_t src0_param;
2477 glsl_src_param_t src1_param;
2478 char dst_mask[6];
2479 SHADER_BUFFER* buffer = arg->buffer;
2480 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2481 DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2482 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2483 glsl_sample_function_t sample_function;
2485 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2486 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
2488 /* Perform the last matrix multiply operation */
2489 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2490 /* Reflection calculation */
2491 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2493 shader_glsl_append_dst(buffer, arg);
2494 shader_glsl_get_write_mask(arg->dst, dst_mask);
2495 /* Dependent read, not valid with conditional NP2 */
2496 shader_glsl_get_sample_function(stype, FALSE, FALSE, &sample_function);
2498 /* Sample the texture */
2499 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2501 current_state->current_row = 0;
2504 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2505 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2506 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
2508 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2509 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2510 SHADER_BUFFER* buffer = arg->buffer;
2511 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2512 glsl_src_param_t src0_param;
2513 char dst_mask[6];
2514 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2515 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2516 glsl_sample_function_t sample_function;
2518 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2520 /* Perform the last matrix multiply operation */
2521 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2523 /* Construct the eye-ray vector from w coordinates */
2524 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2525 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2526 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2528 shader_glsl_append_dst(buffer, arg);
2529 shader_glsl_get_write_mask(arg->dst, dst_mask);
2530 /* Dependent read, not valid with conditional NP2 */
2531 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2533 /* Sample the texture using the calculated coordinates */
2534 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2536 current_state->current_row = 0;
2539 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2540 * Apply a fake bump map transform.
2541 * texbem is pshader <= 1.3 only, this saves a few version checks
2543 void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
2544 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2545 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2546 char dst_swizzle[6];
2547 glsl_sample_function_t sample_function;
2548 glsl_src_param_t coord_param;
2549 DWORD sampler_type;
2550 DWORD sampler_idx;
2551 DWORD mask;
2552 DWORD flags;
2553 char coord_mask[6];
2555 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2556 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2558 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2559 /* Dependent read, not valid with conditional NP2 */
2560 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2561 mask = sample_function.coord_mask;
2563 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2565 shader_glsl_get_write_mask(mask, coord_mask);
2567 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2568 * so we can't let the GL handle this.
2570 if (flags & WINED3DTTFF_PROJECTED) {
2571 DWORD div_mask=0;
2572 char coord_div_mask[3];
2573 switch (flags & ~WINED3DTTFF_PROJECTED) {
2574 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2575 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2576 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2577 case WINED3DTTFF_COUNT4:
2578 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2580 shader_glsl_get_write_mask(div_mask, coord_div_mask);
2581 shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2584 shader_glsl_append_dst(arg->buffer, arg);
2585 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
2586 if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
2587 glsl_src_param_t luminance_param;
2588 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2589 shader_addline(arg->buffer, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )*(%s * luminancescale%d + luminanceoffset%d))%s);\n",
2590 sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask,
2591 luminance_param.param_str, sampler_idx, sampler_idx, dst_swizzle);
2592 } else {
2593 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )%s);\n",
2594 sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask, dst_swizzle);
2598 void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) {
2599 glsl_src_param_t src0_param, src1_param;
2600 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2602 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
2603 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
2605 shader_glsl_append_dst(arg->buffer, arg);
2606 shader_addline(arg->buffer, "%s + bumpenvmat%d * %s);\n",
2607 src0_param.param_str, sampler_idx, src1_param.param_str);
2610 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2611 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2612 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) {
2614 glsl_src_param_t src0_param;
2615 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2616 char dst_mask[6];
2618 shader_glsl_append_dst(arg->buffer, arg);
2619 shader_glsl_get_write_mask(arg->dst, dst_mask);
2620 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2622 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2625 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2626 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2627 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) {
2628 glsl_src_param_t src0_param;
2629 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2630 char dst_mask[6];
2632 shader_glsl_append_dst(arg->buffer, arg);
2633 shader_glsl_get_write_mask(arg->dst, dst_mask);
2634 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2636 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2639 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2640 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2641 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
2642 glsl_src_param_t src0_param;
2643 char dst_mask[6];
2644 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2645 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2646 glsl_sample_function_t sample_function;
2648 shader_glsl_append_dst(arg->buffer, arg);
2649 shader_glsl_get_write_mask(arg->dst, dst_mask);
2650 /* Dependent read, not valid with conditional NP2 */
2651 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2652 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
2654 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);
2657 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2658 * If any of the first 3 components are < 0, discard this pixel */
2659 void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) {
2660 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2661 DWORD hex_version = This->baseShader.hex_version;
2662 glsl_dst_param_t dst_param;
2664 /* The argument is a destination parameter, and no writemasks are allowed */
2665 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2666 if((hex_version >= WINED3DPS_VERSION(2,0))) {
2667 /* 2.0 shaders compare all 4 components in texkill */
2668 shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2669 } else {
2670 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2671 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2672 * 4 components are defined, only the first 3 are used
2674 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2678 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2679 * dst = dot2(src0, src1) + src2 */
2680 void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) {
2681 glsl_src_param_t src0_param;
2682 glsl_src_param_t src1_param;
2683 glsl_src_param_t src2_param;
2684 DWORD write_mask;
2685 unsigned int mask_size;
2687 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2688 mask_size = shader_glsl_get_write_mask_size(write_mask);
2690 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2691 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2692 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
2694 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
2697 void pshader_glsl_input_pack(
2698 SHADER_BUFFER* buffer,
2699 semantic* semantics_in,
2700 IWineD3DPixelShader *iface) {
2702 unsigned int i;
2703 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2705 for (i = 0; i < MAX_REG_INPUT; i++) {
2707 DWORD usage_token = semantics_in[i].usage;
2708 DWORD register_token = semantics_in[i].reg;
2709 DWORD usage, usage_idx;
2710 char reg_mask[6];
2712 /* Uninitialized */
2713 if (!usage_token) continue;
2714 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2715 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2716 shader_glsl_get_write_mask(register_token, reg_mask);
2718 switch(usage) {
2720 case WINED3DDECLUSAGE_TEXCOORD:
2721 if(usage_idx < 8 && This->vertexprocessing == pretransformed) {
2722 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2723 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
2724 } else {
2725 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2726 This->input_reg_map[i], reg_mask, reg_mask);
2728 break;
2730 case WINED3DDECLUSAGE_COLOR:
2731 if (usage_idx == 0)
2732 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
2733 This->input_reg_map[i], reg_mask, reg_mask);
2734 else if (usage_idx == 1)
2735 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2736 This->input_reg_map[i], reg_mask, reg_mask);
2737 else
2738 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2739 This->input_reg_map[i], reg_mask, reg_mask);
2740 break;
2742 default:
2743 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2744 This->input_reg_map[i], reg_mask, reg_mask);
2749 /*********************************************
2750 * Vertex Shader Specific Code begins here
2751 ********************************************/
2753 static void add_glsl_program_entry(IWineD3DDeviceImpl *device, struct glsl_shader_prog_link *entry) {
2754 glsl_program_key_t *key;
2756 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2757 key->vshader = entry->vshader;
2758 key->pshader = entry->pshader;
2760 hash_table_put(device->glsl_program_lookup, key, entry);
2763 static struct glsl_shader_prog_link *get_glsl_program_entry(IWineD3DDeviceImpl *device,
2764 GLhandleARB vshader, GLhandleARB pshader) {
2765 glsl_program_key_t key;
2767 key.vshader = vshader;
2768 key.pshader = pshader;
2770 return (struct glsl_shader_prog_link *)hash_table_get(device->glsl_program_lookup, &key);
2773 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry) {
2774 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2775 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2776 glsl_program_key_t *key;
2778 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2779 key->vshader = entry->vshader;
2780 key->pshader = entry->pshader;
2781 hash_table_remove(This->glsl_program_lookup, key);
2783 GL_EXTCALL(glDeleteObjectARB(entry->programId));
2784 if (entry->vshader) list_remove(&entry->vshader_entry);
2785 if (entry->pshader) list_remove(&entry->pshader_entry);
2786 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
2787 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
2788 HeapFree(GetProcessHeap(), 0, entry);
2791 static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, semantic *semantics_out, WineD3D_GL_Info *gl_info, DWORD *map) {
2792 unsigned int i, j;
2793 DWORD usage_token, usage_token_out;
2794 DWORD register_token, register_token_out;
2795 DWORD usage, usage_idx, usage_out, usage_idx_out;
2796 DWORD *set;
2797 char reg_mask[6], reg_mask_out[6];
2799 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (GL_LIMITS(glsl_varyings) / 4));
2801 for(i = 0; i < MAX_REG_INPUT; i++) {
2802 usage_token = semantics_in[i].usage;
2803 if (!usage_token) continue;
2804 if(map[i] >= (GL_LIMITS(glsl_varyings) / 4)) {
2805 FIXME("More input varyings declared than supported, expect issues\n");
2806 continue;
2807 } else if(map[i] == -1) {
2808 /* Declared, but not read register */
2809 continue;
2811 register_token = semantics_in[i].reg;
2813 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2814 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2815 set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
2817 if(!semantics_out) {
2818 switch(usage) {
2819 case WINED3DDECLUSAGE_COLOR:
2820 if (usage_idx == 0)
2821 shader_addline(buffer, "IN[%u]%s = gl_FrontColor%s;\n",
2822 map[i], reg_mask, reg_mask);
2823 else if (usage_idx == 1)
2824 shader_addline(buffer, "IN[%u]%s = gl_FrontSecondaryColor%s;\n",
2825 map[i], reg_mask, reg_mask);
2826 else
2827 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2828 map[i], reg_mask, reg_mask);
2829 break;
2831 case WINED3DDECLUSAGE_TEXCOORD:
2832 if (usage_idx < 8) {
2833 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2834 map[i], reg_mask, usage_idx, reg_mask);
2835 } else {
2836 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2837 map[i], reg_mask, reg_mask);
2839 break;
2841 case WINED3DDECLUSAGE_FOG:
2842 shader_addline(buffer, "IN[%u]%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
2843 map[i], reg_mask, reg_mask);
2844 break;
2846 default:
2847 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2848 map[i], reg_mask, reg_mask);
2850 } else {
2851 BOOL found = FALSE;
2852 for(j = 0; j < MAX_REG_OUTPUT; j++) {
2853 usage_token_out = semantics_out[j].usage;
2854 if (!usage_token_out) continue;
2855 register_token_out = semantics_out[j].reg;
2857 usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2858 usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2859 shader_glsl_get_write_mask(register_token_out, reg_mask_out);
2861 if(usage == usage_out &&
2862 usage_idx == usage_idx_out) {
2863 shader_addline(buffer, "IN[%u]%s = OUT[%u]%s;\n",
2864 map[i], reg_mask, j, reg_mask);
2865 found = TRUE;
2868 if(!found) {
2869 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2870 map[i], reg_mask, reg_mask);
2875 /* This is solely to make the compiler / linker happy and avoid warning about undefined
2876 * varyings. It shouldn't result in any real code executed on the GPU, since all read
2877 * input varyings are assigned above, if the optimizer works properly.
2879 for(i = 0; i < GL_LIMITS(glsl_varyings) / 4; i++) {
2880 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
2881 unsigned int size = 0;
2882 memset(reg_mask, 0, sizeof(reg_mask));
2883 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
2884 reg_mask[size] = 'x';
2885 size++;
2887 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
2888 reg_mask[size] = 'y';
2889 size++;
2891 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
2892 reg_mask[size] = 'z';
2893 size++;
2895 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
2896 reg_mask[size] = 'w';
2897 size++;
2899 switch(size) {
2900 case 1:
2901 shader_addline(buffer, "IN[%u].%s = 0.0;\n", i, reg_mask);
2902 break;
2903 case 2:
2904 shader_addline(buffer, "IN[%u].%s = vec2(0.0, 0.0);\n", i, reg_mask);
2905 break;
2906 case 3:
2907 shader_addline(buffer, "IN[%u].%s = vec3(0.0, 0.0, 0.0);\n", i, reg_mask);
2908 break;
2909 case 4:
2910 shader_addline(buffer, "IN[%u].%s = vec4(0.0, 0.0, 0.0, 0.0);\n", i, reg_mask);
2911 break;
2916 HeapFree(GetProcessHeap(), 0, set);
2919 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
2920 IWineD3DPixelShader *pixelshader,
2921 WineD3D_GL_Info *gl_info) {
2922 GLhandleARB ret = 0;
2923 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
2924 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
2925 DWORD vs_major = vs ? WINED3DSHADER_VERSION_MAJOR(vs->baseShader.hex_version) : 0;
2926 DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.hex_version) : 0;
2927 unsigned int i;
2928 SHADER_BUFFER buffer;
2929 DWORD usage_token;
2930 DWORD register_token;
2931 DWORD usage, usage_idx, writemask;
2932 char reg_mask[6];
2933 semantic *semantics_out, *semantics_in;
2935 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
2936 buffer.bsize = 0;
2937 buffer.lineNo = 0;
2938 buffer.newline = TRUE;
2940 if(vs_major < 3 && ps_major < 3) {
2941 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
2942 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
2944 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0) {
2945 shader_addline(&buffer, "void order_ps_input() {\n");
2946 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2947 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2948 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2949 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
2952 shader_addline(&buffer, "}\n");
2953 } else {
2954 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
2956 } else if(ps_major < 3 && vs_major >= 3) {
2957 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
2958 semantics_out = vs->semantics_out;
2960 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
2961 for(i = 0; i < MAX_REG_OUTPUT; i++) {
2962 usage_token = semantics_out[i].usage;
2963 if (!usage_token) continue;
2964 register_token = semantics_out[i].reg;
2966 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2967 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2968 writemask = shader_glsl_get_write_mask(register_token, reg_mask);
2970 switch(usage) {
2971 case WINED3DDECLUSAGE_COLOR:
2972 if (usage_idx == 0)
2973 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
2974 else if (usage_idx == 1)
2975 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
2976 break;
2978 case WINED3DDECLUSAGE_POSITION:
2979 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
2980 break;
2982 case WINED3DDECLUSAGE_TEXCOORD:
2983 if (usage_idx < 8) {
2984 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
2986 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
2987 usage_idx, reg_mask, i, reg_mask);
2988 if(!(writemask & WINED3DSP_WRITEMASK_3)) {
2989 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
2992 break;
2994 case WINED3DDECLUSAGE_PSIZE:
2995 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
2996 break;
2998 case WINED3DDECLUSAGE_FOG:
2999 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3000 break;
3002 default:
3003 break;
3006 shader_addline(&buffer, "}\n");
3008 } else if(ps_major >= 3 && vs_major >= 3) {
3009 semantics_out = vs->semantics_out;
3010 semantics_in = ps->semantics_in;
3012 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3013 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3014 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3016 /* First, sort out position and point size. Those are not passed to the pixel shader */
3017 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3018 usage_token = semantics_out[i].usage;
3019 if (!usage_token) continue;
3020 register_token = semantics_out[i].reg;
3022 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3023 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3024 shader_glsl_get_write_mask(register_token, reg_mask);
3026 switch(usage) {
3027 case WINED3DDECLUSAGE_POSITION:
3028 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3029 break;
3031 case WINED3DDECLUSAGE_PSIZE:
3032 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3033 break;
3035 default:
3036 break;
3040 /* Then, fix the pixel shader input */
3041 handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
3043 shader_addline(&buffer, "}\n");
3044 } else if(ps_major >= 3 && vs_major < 3) {
3045 semantics_in = ps->semantics_in;
3047 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3048 shader_addline(&buffer, "void order_ps_input() {\n");
3049 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3050 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3051 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3053 handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
3054 shader_addline(&buffer, "}\n");
3055 } else {
3056 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3059 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3060 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3061 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3062 checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
3063 GL_EXTCALL(glCompileShaderARB(ret));
3064 checkGLcall("glCompileShaderARB(ret)");
3066 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3067 return ret;
3070 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3071 * It sets the programId on the current StateBlock (because it should be called
3072 * inside of the DrawPrimitive() part of the render loop).
3074 * If a program for the given combination does not exist, create one, and store
3075 * the program in the hash table. If it creates a program, it will link the
3076 * given objects, too.
3078 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3079 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3080 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3081 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3082 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3083 struct glsl_shader_prog_link *entry = NULL;
3084 GLhandleARB programId = 0;
3085 GLhandleARB reorder_shader_id = 0;
3086 int i;
3087 char glsl_name[8];
3089 GLhandleARB vshader_id = use_vs ? ((IWineD3DBaseShaderImpl*)vshader)->baseShader.prgId : 0;
3090 GLhandleARB pshader_id = use_ps ? ((IWineD3DBaseShaderImpl*)pshader)->baseShader.prgId : 0;
3091 entry = get_glsl_program_entry(This, vshader_id, pshader_id);
3092 if (entry) {
3093 This->stateBlock->glsl_program = entry;
3094 return;
3097 /* If we get to this point, then no matching program exists, so we create one */
3098 programId = GL_EXTCALL(glCreateProgramObjectARB());
3099 TRACE("Created new GLSL shader program %u\n", programId);
3101 /* Create the entry */
3102 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3103 entry->programId = programId;
3104 entry->vshader = vshader_id;
3105 entry->pshader = pshader_id;
3106 /* Add the hash table entry */
3107 add_glsl_program_entry(This, entry);
3109 /* Set the current program */
3110 This->stateBlock->glsl_program = entry;
3112 /* Attach GLSL vshader */
3113 if (vshader_id) {
3114 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3115 char tmp_name[10];
3117 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3118 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3119 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3120 checkGLcall("glAttachObjectARB");
3121 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3122 * is destroyed
3124 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3126 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3127 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3128 checkGLcall("glAttachObjectARB");
3130 /* Bind vertex attributes to a corresponding index number to match
3131 * the same index numbers as ARB_vertex_programs (makes loading
3132 * vertex attributes simpler). With this method, we can use the
3133 * exact same code to load the attributes later for both ARB and
3134 * GLSL shaders.
3136 * We have to do this here because we need to know the Program ID
3137 * in order to make the bindings work, and it has to be done prior
3138 * to linking the GLSL program. */
3139 for (i = 0; i < max_attribs; ++i) {
3140 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3141 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3142 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3145 checkGLcall("glBindAttribLocationARB");
3147 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3150 /* Attach GLSL pshader */
3151 if (pshader_id) {
3152 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3153 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3154 checkGLcall("glAttachObjectARB");
3156 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3159 /* Link the program */
3160 TRACE("Linking GLSL shader program %u\n", programId);
3161 GL_EXTCALL(glLinkProgramARB(programId));
3162 print_glsl_info_log(&GLINFO_LOCATION, programId);
3164 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3165 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3166 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3167 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3169 for (i = 0; i < MAX_CONST_I; ++i) {
3170 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3171 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3173 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3174 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3175 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3176 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3178 for (i = 0; i < MAX_CONST_I; ++i) {
3179 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3180 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3183 if(pshader) {
3184 for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
3185 char name[32];
3186 sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
3187 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3188 sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3189 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3190 sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3191 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3196 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3197 entry->srgb_comparison_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_comparison"));
3198 entry->srgb_mul_low_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_mul_low"));
3199 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3200 checkGLcall("Find glsl program uniform locations");
3202 /* Set the shader to allow uniform loading on it */
3203 GL_EXTCALL(glUseProgramObjectARB(programId));
3204 checkGLcall("glUseProgramObjectARB(programId)");
3206 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3207 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3208 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3209 * vertex shader with fixed function pixel processing is used we make sure that the card
3210 * supports enough samplers to allow the max number of vertex samplers with all possible
3211 * fixed function fragment processing setups. So once the program is linked these samplers
3212 * won't change.
3214 if(vshader_id) {
3215 /* Load vertex shader samplers */
3216 shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3218 if(pshader_id) {
3219 /* Load pixel shader samplers */
3220 shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3224 static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
3225 GLhandleARB program_id;
3226 GLhandleARB vshader_id, pshader_id;
3227 const char *blt_vshader[] = {
3228 "void main(void)\n"
3229 "{\n"
3230 " gl_Position = gl_Vertex;\n"
3231 " gl_FrontColor = vec4(1.0);\n"
3232 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
3233 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
3234 "}\n"
3237 const char *blt_pshader[] = {
3238 "uniform sampler2D sampler;\n"
3239 "void main(void)\n"
3240 "{\n"
3241 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3242 "}\n"
3245 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3246 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3247 GL_EXTCALL(glCompileShaderARB(vshader_id));
3249 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3250 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, blt_pshader, NULL));
3251 GL_EXTCALL(glCompileShaderARB(pshader_id));
3253 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3254 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3255 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3256 GL_EXTCALL(glLinkProgramARB(program_id));
3258 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3260 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3261 * is destroyed
3263 GL_EXTCALL(glDeleteObjectARB(vshader_id));
3264 GL_EXTCALL(glDeleteObjectARB(pshader_id));
3265 return program_id;
3268 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3269 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3270 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3271 GLhandleARB program_id = 0;
3273 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3274 else This->stateBlock->glsl_program = NULL;
3276 program_id = This->stateBlock->glsl_program ? This->stateBlock->glsl_program->programId : 0;
3277 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3278 GL_EXTCALL(glUseProgramObjectARB(program_id));
3279 checkGLcall("glUseProgramObjectARB");
3282 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface) {
3283 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3284 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3285 struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
3286 static GLhandleARB loc = -1;
3288 if (!priv->depth_blt_glsl_program_id) {
3289 priv->depth_blt_glsl_program_id = create_glsl_blt_shader(gl_info);
3290 loc = GL_EXTCALL(glGetUniformLocationARB(priv->depth_blt_glsl_program_id, "sampler"));
3293 GL_EXTCALL(glUseProgramObjectARB(priv->depth_blt_glsl_program_id));
3294 GL_EXTCALL(glUniform1iARB(loc, 0));
3297 static void shader_glsl_destroy_depth_blt(IWineD3DDevice *iface) {
3298 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3299 struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
3300 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3302 if(priv->depth_blt_glsl_program_id) {
3303 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_glsl_program_id));
3304 priv->depth_blt_glsl_program_id = 0;
3308 static void shader_glsl_cleanup(IWineD3DDevice *iface) {
3309 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3310 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3311 GL_EXTCALL(glUseProgramObjectARB(0));
3314 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3315 struct list *linked_programs;
3316 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3317 WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info;
3319 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3320 * can be called from IWineD3DBaseShader::Release
3322 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
3324 if(This->baseShader.prgId == 0) return;
3325 linked_programs = &This->baseShader.linked_programs;
3327 TRACE("Deleting linked programs\n");
3328 if (linked_programs->next) {
3329 struct glsl_shader_prog_link *entry, *entry2;
3331 if(pshader) {
3332 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3333 delete_glsl_program_entry(This->baseShader.device, entry);
3335 } else {
3336 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3337 delete_glsl_program_entry(This->baseShader.device, entry);
3342 TRACE("Deleting shader object %u\n", This->baseShader.prgId);
3343 GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
3344 checkGLcall("glDeleteObjectARB");
3345 This->baseShader.prgId = 0;
3346 This->baseShader.is_compiled = FALSE;
3349 static unsigned int glsl_program_key_hash(void *key) {
3350 glsl_program_key_t *k = (glsl_program_key_t *)key;
3352 unsigned int hash = k->vshader | k->pshader << 16;
3353 hash += ~(hash << 15);
3354 hash ^= (hash >> 10);
3355 hash += (hash << 3);
3356 hash ^= (hash >> 6);
3357 hash += ~(hash << 11);
3358 hash ^= (hash >> 16);
3360 return hash;
3363 static BOOL glsl_program_key_compare(void *keya, void *keyb) {
3364 glsl_program_key_t *ka = (glsl_program_key_t *)keya;
3365 glsl_program_key_t *kb = (glsl_program_key_t *)keyb;
3367 return ka->vshader == kb->vshader && ka->pshader == kb->pshader;
3370 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
3371 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3372 This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
3373 This->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare);
3374 return WINED3D_OK;
3377 static void shader_glsl_free(IWineD3DDevice *iface) {
3378 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3379 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3382 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
3383 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3384 return FALSE;
3387 static void shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
3388 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3389 shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3390 CONST DWORD *function = This->baseShader.function;
3391 const char *fragcolor;
3392 WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3394 /* Create the hw GLSL shader object and assign it as the baseShader.prgId */
3395 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3397 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3398 shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
3400 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3401 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3402 * drivers write a warning if we don't do so
3404 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3407 /* Base Declarations */
3408 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
3410 /* Pack 3.0 inputs */
3411 if (This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
3413 if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) {
3414 This->vertexprocessing = pretransformed;
3415 pshader_glsl_input_pack(buffer, This->semantics_in, iface);
3416 } else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device)) {
3417 This->vertexprocessing = fixedfunction;
3418 pshader_glsl_input_pack(buffer, This->semantics_in, iface);
3419 } else {
3420 This->vertexprocessing = vertexshader;
3424 /* Base Shader Body */
3425 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3427 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3428 if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
3429 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3430 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
3431 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3432 else
3433 shader_addline(buffer, "gl_FragColor = R0;\n");
3436 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3437 fragcolor = "gl_FragData[0]";
3438 } else {
3439 fragcolor = "gl_FragColor";
3441 if(This->srgb_enabled) {
3442 shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3443 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
3444 srgb_sub_high, srgb_sub_high, srgb_sub_high);
3445 shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
3446 shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
3447 shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
3448 shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
3449 shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
3451 /* Pixel shader < 3.0 do not replace the fog stage.
3452 * This implements linear fog computation and blending.
3453 * TODO: non linear fog
3454 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3455 * -1/(e-s) and e/(e-s) respectively.
3457 if(This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
3458 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
3459 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3462 shader_addline(buffer, "}\n");
3464 TRACE("Compiling shader object %u\n", shader_obj);
3465 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3466 GL_EXTCALL(glCompileShaderARB(shader_obj));
3467 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3469 /* Store the shader object */
3470 This->baseShader.prgId = shader_obj;
3473 static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
3474 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
3475 shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3476 CONST DWORD *function = This->baseShader.function;
3477 WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3479 /* Create the hw GLSL shader program and assign it as the baseShader.prgId */
3480 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3482 /* Base Declarations */
3483 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
3485 /* Base Shader Body */
3486 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3488 /* Unpack 3.0 outputs */
3489 if (This->baseShader.hex_version >= WINED3DVS_VERSION(3,0)) {
3490 shader_addline(buffer, "order_ps_input(OUT);\n");
3491 } else {
3492 shader_addline(buffer, "order_ps_input();\n");
3495 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
3496 if (!reg_maps->fog)
3497 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3499 /* Write the final position.
3501 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3502 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3503 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3504 * contains 1.0 to allow a mad.
3506 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3507 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3509 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3511 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3512 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3513 * which is the same as z = z / 2 - w.
3515 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3517 shader_addline(buffer, "}\n");
3519 TRACE("Compiling shader object %u\n", shader_obj);
3520 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3521 GL_EXTCALL(glCompileShaderARB(shader_obj));
3522 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3524 /* Store the shader object */
3525 This->baseShader.prgId = shader_obj;
3528 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps) {
3529 none_shader_backend.shader_get_caps(devtype, gl_info, caps);
3532 const shader_backend_t glsl_shader_backend = {
3533 &shader_glsl_select,
3534 &shader_glsl_select_depth_blt,
3535 &shader_glsl_destroy_depth_blt,
3536 &shader_glsl_load_constants,
3537 &shader_glsl_cleanup,
3538 &shader_glsl_color_correction,
3539 &shader_glsl_destroy,
3540 &shader_glsl_alloc,
3541 &shader_glsl_free,
3542 &shader_glsl_dirty_const,
3543 &shader_glsl_generate_pshader,
3544 &shader_glsl_generate_vshader,
3545 &shader_glsl_get_caps,
3546 FFPStateTable