2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 * D3D shader asm has swizzles on source parameters, and write masks for
25 * destination parameters. GLSL uses swizzles for both. The result of this is
26 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
27 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
28 * mask for the destination parameter into account.
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
39 #define GLINFO_LOCATION (*gl_info)
54 } glsl_sample_function_t
;
56 /** Prints the GLSL info log which will contain error messages if they exist */
57 void print_glsl_info_log(WineD3D_GL_Info
*gl_info
, GLhandleARB obj
) {
59 int infologLength
= 0;
64 const char *spam
[] = {
65 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
66 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
67 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
68 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
69 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
70 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
71 "Fragment shader was successfully compiled to run on hardware.\nWARNING: 0:1: extension 'GL_ARB_draw_buffers' is not supported",
72 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
73 "Fragment shader(s) linked, no vertex shader(s) defined. \n " /* fglrx, with \n */
76 GL_EXTCALL(glGetObjectParameterivARB(obj
,
77 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
80 /* A size of 1 is just a null-terminated string, so the log should be bigger than
81 * that if there are errors. */
82 if (infologLength
> 1)
84 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
85 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
87 infoLog
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, infologLength
);
88 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
91 for(i
= 0; i
< sizeof(spam
) / sizeof(spam
[0]); i
++) {
92 if(strcmp(infoLog
, spam
[i
]) == 0) {
98 TRACE("Spam received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
100 FIXME("Error received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
102 HeapFree(GetProcessHeap(), 0, infoLog
);
107 * Loads (pixel shader) samplers
109 static void shader_glsl_load_psamplers(
110 WineD3D_GL_Info
*gl_info
,
111 IWineD3DStateBlock
* iface
,
112 GLhandleARB programId
) {
114 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
115 GLhandleARB name_loc
;
117 char sampler_name
[20];
119 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
120 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
121 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
122 if (name_loc
!= -1) {
123 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[i
];
124 if (mapped_unit
!= -1 && mapped_unit
< GL_LIMITS(fragment_samplers
)) {
125 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
126 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
127 checkGLcall("glUniform1iARB");
129 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
135 static void shader_glsl_load_vsamplers(WineD3D_GL_Info
*gl_info
, IWineD3DStateBlock
* iface
, GLhandleARB programId
) {
136 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
137 GLhandleARB name_loc
;
138 char sampler_name
[20];
141 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
142 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
143 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
144 if (name_loc
!= -1) {
145 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ i
];
146 if (mapped_unit
!= -1 && mapped_unit
< GL_LIMITS(combined_samplers
)) {
147 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
148 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
149 checkGLcall("glUniform1iARB");
151 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
158 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
159 * When constant_list == NULL, it will load all the constants.
161 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
* This
, WineD3D_GL_Info
*gl_info
,
162 unsigned int max_constants
, float* constants
, GLhandleARB
*constant_locations
,
163 struct list
*constant_list
) {
164 constants_entry
*constant
;
165 local_constant
* lconst
;
170 if (TRACE_ON(d3d_shader
)) {
171 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
176 tmp_loc
= constant_locations
[i
];
178 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
179 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
180 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
186 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
187 if(WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1 &&
188 shader_is_pshader_version(This
->baseShader
.hex_version
)) {
191 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
196 tmp_loc
= constant_locations
[i
];
198 /* We found this uniform name in the program - go ahead and send the data */
200 if(constants
[k
+ 0] < -1.0) lcl_const
[0] = -1.0;
201 else if(constants
[k
+ 0] > 1.0) lcl_const
[0] = 1.0;
202 else lcl_const
[0] = constants
[k
+ 0];
203 if(constants
[k
+ 1] < -1.0) lcl_const
[1] = -1.0;
204 else if(constants
[k
+ 1] > 1.0) lcl_const
[1] = 1.0;
205 else lcl_const
[1] = constants
[k
+ 1];
206 if(constants
[k
+ 2] < -1.0) lcl_const
[2] = -1.0;
207 else if(constants
[k
+ 2] > 1.0) lcl_const
[2] = 1.0;
208 else lcl_const
[2] = constants
[k
+ 2];
209 if(constants
[k
+ 3] < -1.0) lcl_const
[3] = -1.0;
210 else if(constants
[k
+ 3] > 1.0) lcl_const
[3] = 1.0;
211 else lcl_const
[3] = constants
[k
+ 3];
213 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, lcl_const
));
218 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
223 tmp_loc
= constant_locations
[i
];
225 /* We found this uniform name in the program - go ahead and send the data */
226 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, constants
+ (i
* 4)));
231 checkGLcall("glUniform4fvARB()");
233 if(!This
->baseShader
.load_local_constsF
) {
234 TRACE("No need to load local float constants for this shader\n");
238 /* Load immediate constants */
239 if (TRACE_ON(d3d_shader
)) {
240 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
241 tmp_loc
= constant_locations
[lconst
->idx
];
243 GLfloat
* values
= (GLfloat
*)lconst
->value
;
244 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
245 values
[0], values
[1], values
[2], values
[3]);
249 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
250 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
251 tmp_loc
= constant_locations
[lconst
->idx
];
253 /* We found this uniform name in the program - go ahead and send the data */
254 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, (GLfloat
*)lconst
->value
));
257 checkGLcall("glUniform4fvARB()");
261 * Loads integer constants (aka uniforms) into the currently set GLSL program.
262 * When @constants_set == NULL, it will load all the constants.
264 static void shader_glsl_load_constantsI(
265 IWineD3DBaseShaderImpl
* This
,
266 WineD3D_GL_Info
*gl_info
,
267 GLhandleARB programId
,
268 GLhandleARB locations
[MAX_CONST_I
],
269 unsigned max_constants
,
271 BOOL
* constants_set
) {
276 for (i
=0; i
<max_constants
; ++i
) {
277 if (NULL
== constants_set
|| constants_set
[i
]) {
279 TRACE_(d3d_constants
)("Loading constants %i: %i, %i, %i, %i\n",
280 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
282 /* We found this uniform name in the program - go ahead and send the data */
283 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
284 checkGLcall("glUniform4ivARB");
288 /* Load immediate constants */
289 ptr
= list_head(&This
->baseShader
.constantsI
);
291 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
292 unsigned int idx
= lconst
->idx
;
293 GLint
* values
= (GLint
*) lconst
->value
;
295 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
296 values
[0], values
[1], values
[2], values
[3]);
298 /* We found this uniform name in the program - go ahead and send the data */
299 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
300 checkGLcall("glUniform4ivARB");
301 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
306 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
307 * When @constants_set == NULL, it will load all the constants.
309 static void shader_glsl_load_constantsB(
310 IWineD3DBaseShaderImpl
* This
,
311 WineD3D_GL_Info
*gl_info
,
312 GLhandleARB programId
,
313 unsigned max_constants
,
315 BOOL
* constants_set
) {
320 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
321 const char* prefix
= is_pshader
? "PB":"VB";
324 for (i
=0; i
<max_constants
; ++i
) {
325 if (NULL
== constants_set
|| constants_set
[i
]) {
327 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
329 /* TODO: Benchmark and see if it would be beneficial to store the
330 * locations of the constants to avoid looking up each time */
331 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
332 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
334 /* We found this uniform name in the program - go ahead and send the data */
335 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
336 checkGLcall("glUniform1ivARB");
341 /* Load immediate constants */
342 ptr
= list_head(&This
->baseShader
.constantsB
);
344 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
345 unsigned int idx
= lconst
->idx
;
346 GLint
* values
= (GLint
*) lconst
->value
;
348 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
350 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
351 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
353 /* We found this uniform name in the program - go ahead and send the data */
354 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
355 checkGLcall("glUniform1ivARB");
357 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
364 * Loads the app-supplied constants into the currently set GLSL program.
366 void shader_glsl_load_constants(
367 IWineD3DDevice
* device
,
369 char useVertexShader
) {
371 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
372 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
373 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
375 GLhandleARB
*constant_locations
;
376 struct list
*constant_list
;
377 GLhandleARB programId
;
378 struct glsl_shader_prog_link
*prog
= stateBlock
->glsl_program
;
382 /* No GLSL program set - nothing to do. */
385 programId
= prog
->programId
;
387 if (useVertexShader
) {
388 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
390 constant_locations
= prog
->vuniformF_locations
;
391 constant_list
= &stateBlock
->set_vconstantsF
;
393 /* Load DirectX 9 float constants/uniforms for vertex shader */
394 shader_glsl_load_constantsF(vshader
, gl_info
, GL_LIMITS(vshader_constantsF
),
395 stateBlock
->vertexShaderConstantF
, constant_locations
, constant_list
);
397 /* Load DirectX 9 integer constants/uniforms for vertex shader */
398 shader_glsl_load_constantsI(vshader
, gl_info
, programId
,
399 prog
->vuniformI_locations
, MAX_CONST_I
,
400 stateBlock
->vertexShaderConstantI
,
401 stateBlock
->changed
.vertexShaderConstantsI
);
403 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
404 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, MAX_CONST_B
,
405 stateBlock
->vertexShaderConstantB
,
406 stateBlock
->changed
.vertexShaderConstantsB
);
408 /* Upload the position fixup params */
409 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, &deviceImpl
->posFixup
[0]));
410 checkGLcall("glUniform4fvARB");
413 if (usePixelShader
) {
415 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
417 constant_locations
= prog
->puniformF_locations
;
418 constant_list
= &stateBlock
->set_pconstantsF
;
420 /* Load DirectX 9 float constants/uniforms for pixel shader */
421 shader_glsl_load_constantsF(pshader
, gl_info
, GL_LIMITS(pshader_constantsF
),
422 stateBlock
->pixelShaderConstantF
, constant_locations
, constant_list
);
424 /* Load DirectX 9 integer constants/uniforms for pixel shader */
425 shader_glsl_load_constantsI(pshader
, gl_info
, programId
,
426 prog
->puniformI_locations
, MAX_CONST_I
,
427 stateBlock
->pixelShaderConstantI
,
428 stateBlock
->changed
.pixelShaderConstantsI
);
430 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
431 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, MAX_CONST_B
,
432 stateBlock
->pixelShaderConstantB
,
433 stateBlock
->changed
.pixelShaderConstantsB
);
435 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
436 * It can't be 0 for a valid texbem instruction.
438 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*) pshader
)->numbumpenvmatconsts
; i
++) {
439 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pshader
;
440 int stage
= ps
->luminanceconst
[i
].texunit
;
442 float *data
= (float *) &stateBlock
->textureState
[(int) ps
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
443 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
444 checkGLcall("glUniformMatrix2fvARB");
446 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
447 * is set too, so we can check that in the needsbumpmat check
449 if(ps
->baseShader
.reg_maps
.luminanceparams
[stage
]) {
450 GLfloat
*scale
= (GLfloat
*) &stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
];
451 GLfloat
*offset
= (GLfloat
*) &stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
];
453 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
454 checkGLcall("glUniform1fvARB");
455 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
456 checkGLcall("glUniform1fvARB");
460 if(((IWineD3DPixelShaderImpl
*) pshader
)->srgb_enabled
&&
461 !((IWineD3DPixelShaderImpl
*) pshader
)->srgb_mode_hardcoded
) {
465 if(stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
466 comparison
[0] = srgb_cmp
; comparison
[1] = srgb_cmp
;
467 comparison
[2] = srgb_cmp
; comparison
[3] = srgb_cmp
;
469 mul_low
[0] = srgb_mul_low
; mul_low
[1] = srgb_mul_low
;
470 mul_low
[2] = srgb_mul_low
; mul_low
[3] = srgb_mul_low
;
472 comparison
[0] = 1.0 / 0.0; comparison
[1] = 1.0 / 0.0;
473 comparison
[2] = 1.0 / 0.0; comparison
[3] = 1.0 / 0.0;
475 mul_low
[0] = 1.0; mul_low
[1] = 1.0;
476 mul_low
[2] = 1.0; mul_low
[3] = 1.0;
479 GL_EXTCALL(glUniform4fvARB(prog
->srgb_comparison_location
, 1, comparison
));
480 GL_EXTCALL(glUniform4fvARB(prog
->srgb_mul_low_location
, 1, mul_low
));
482 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
483 float correction_params
[4];
484 if(deviceImpl
->render_offscreen
) {
485 correction_params
[0] = 0.0;
486 correction_params
[1] = 1.0;
488 /* position is window relative, not viewport relative */
489 correction_params
[0] = ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
490 correction_params
[1] = -1.0;
492 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
497 /** Generate the variable & register declarations for the GLSL output target */
498 void shader_generate_glsl_declarations(
499 IWineD3DBaseShader
*iface
,
500 shader_reg_maps
* reg_maps
,
501 SHADER_BUFFER
* buffer
,
502 WineD3D_GL_Info
* gl_info
) {
504 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
505 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
507 unsigned int extra_constants_needed
= 0;
508 local_constant
* lconst
;
510 /* There are some minor differences between pixel and vertex shaders */
511 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
512 char prefix
= pshader
? 'P' : 'V';
514 /* Prototype the subroutines */
515 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
516 if (reg_maps
->labels
[i
])
517 shader_addline(buffer
, "void subroutine%u();\n", i
);
520 /* Declare the constants (aka uniforms) */
521 if (This
->baseShader
.limits
.constant_float
> 0) {
522 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
523 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
524 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
527 if (This
->baseShader
.limits
.constant_int
> 0)
528 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
530 if (This
->baseShader
.limits
.constant_bool
> 0)
531 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
534 shader_addline(buffer
, "uniform vec4 posFixup;\n");
535 /* Predeclaration; This function is added at link time based on the pixel shader.
536 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
537 * that. We know the input to the reorder function at vertex shader compile time, so
538 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
539 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
540 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
541 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
542 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
545 if(This
->baseShader
.hex_version
>= WINED3DVS_VERSION(3, 0)) {
546 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
548 shader_addline(buffer
, "void order_ps_input();\n");
551 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
553 ps_impl
->numbumpenvmatconsts
= 0;
554 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
555 if(!reg_maps
->bumpmat
[i
]) {
559 ps_impl
->bumpenvmatconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
560 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
562 if(reg_maps
->luminanceparams
) {
563 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
564 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
565 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
566 extra_constants_needed
++;
568 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= -1;
571 extra_constants_needed
++;
572 ps_impl
->numbumpenvmatconsts
++;
575 if(device
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
576 ps_impl
->srgb_enabled
= 1;
577 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
578 shader_addline(buffer
, "uniform vec4 srgb_mul_low;\n");
579 shader_addline(buffer
, "uniform vec4 srgb_comparison;\n");
580 ps_impl
->srgb_mode_hardcoded
= 0;
581 extra_constants_needed
++;
583 ps_impl
->srgb_mode_hardcoded
= 1;
584 shader_addline(buffer
, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
585 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
586 shader_addline(buffer
, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
587 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
590 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
592 /* Do not write any srgb fixup into the shader to save shader size and processing time.
593 * As a consequence, we can't toggle srgb write on without recompilation
595 ps_impl
->srgb_enabled
= 0;
596 ps_impl
->srgb_mode_hardcoded
= 1;
598 if(reg_maps
->vpos
|| reg_maps
->usesdsy
) {
599 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
600 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
601 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
602 extra_constants_needed
++;
604 /* This happens because we do not have proper tracking of the constant registers that are
605 * actually used, only the max limit of the shader version
607 FIXME("Cannot find a free uniform for vpos correction params\n");
608 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
609 device
->render_offscreen
? 0.0 : ((IWineD3DSurfaceImpl
*) device
->render_targets
[0])->currentDesc
.Height
,
610 device
->render_offscreen
? 1.0 : -1.0);
612 shader_addline(buffer
, "vec4 vpos;\n");
616 /* Declare texture samplers */
617 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
618 if (reg_maps
->samplers
[i
]) {
620 DWORD stype
= reg_maps
->samplers
[i
] & WINED3DSP_TEXTURETYPE_MASK
;
624 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
627 if(device
->stateBlock
->textures
[i
] &&
628 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[i
]) == GL_TEXTURE_RECTANGLE_ARB
) {
629 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
631 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
634 case WINED3DSTT_CUBE
:
635 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
637 case WINED3DSTT_VOLUME
:
638 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
641 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
642 FIXME("Unrecognized sampler type: %#x\n", stype
);
648 /* Declare address variables */
649 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
650 if (reg_maps
->address
[i
])
651 shader_addline(buffer
, "ivec4 A%d;\n", i
);
654 /* Declare texture coordinate temporaries and initialize them */
655 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
656 if (reg_maps
->texcoord
[i
])
657 shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
660 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
661 * helper function shader that is linked in at link time
663 if(pshader
&& This
->baseShader
.hex_version
>= WINED3DPS_VERSION(3, 0)) {
665 shader_addline(buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
667 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
668 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
669 * pixel shader that reads the fixed function color into the packed input registers.
671 shader_addline(buffer
, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
675 /* Declare output register temporaries */
676 if(This
->baseShader
.limits
.packed_output
) {
677 shader_addline(buffer
, "vec4 OUT[%u];\n", This
->baseShader
.limits
.packed_output
);
680 /* Declare temporary variables */
681 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
682 if (reg_maps
->temporary
[i
])
683 shader_addline(buffer
, "vec4 R%u;\n", i
);
686 /* Declare attributes */
687 for (i
= 0; i
< This
->baseShader
.limits
.attributes
; i
++) {
688 if (reg_maps
->attributes
[i
])
689 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
692 /* Declare loop registers aLx */
693 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
694 shader_addline(buffer
, "int aL%u;\n", i
);
695 shader_addline(buffer
, "int tmpInt%u;\n", i
);
698 /* Temporary variables for matrix operations */
699 shader_addline(buffer
, "vec4 tmp0;\n");
700 shader_addline(buffer
, "vec4 tmp1;\n");
702 /* Hardcodable local constants */
703 if(!This
->baseShader
.load_local_constsF
) {
704 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
705 float *value
= (float *) lconst
->value
;
706 shader_addline(buffer
, "const vec4 LC%u = vec4(%f, %f, %f, %f);\n", lconst
->idx
,
707 value
[0], value
[1], value
[2], value
[3]);
711 /* Start the main program */
712 shader_addline(buffer
, "void main() {\n");
713 if(pshader
&& reg_maps
->vpos
) {
714 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
715 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
716 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
717 * precision troubles when we just substract 0.5.
719 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
721 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
723 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
724 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
725 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
726 * correctly on drivers that returns integer values.
728 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
732 /*****************************************************************************
733 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
735 * For more information, see http://wiki.winehq.org/DirectX-Shaders
736 ****************************************************************************/
739 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
740 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
);
742 /** Used for opcode modifiers - They multiply the result by the specified amount */
743 static const char * const shift_glsl_tab
[] = {
745 "2.0 * ", /* 1 (x2) */
746 "4.0 * ", /* 2 (x4) */
747 "8.0 * ", /* 3 (x8) */
748 "16.0 * ", /* 4 (x16) */
749 "32.0 * ", /* 5 (x32) */
756 "0.0625 * ", /* 12 (d16) */
757 "0.125 * ", /* 13 (d8) */
758 "0.25 * ", /* 14 (d4) */
759 "0.5 * " /* 15 (d2) */
762 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
763 static void shader_glsl_gen_modifier (
766 const char *in_regswizzle
,
771 if (instr
== WINED3DSIO_TEXKILL
)
774 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
775 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
777 case WINED3DSPSM_NONE
:
778 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
780 case WINED3DSPSM_NEG
:
781 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
783 case WINED3DSPSM_NOT
:
784 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
786 case WINED3DSPSM_BIAS
:
787 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
789 case WINED3DSPSM_BIASNEG
:
790 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
792 case WINED3DSPSM_SIGN
:
793 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
795 case WINED3DSPSM_SIGNNEG
:
796 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
798 case WINED3DSPSM_COMP
:
799 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
802 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
804 case WINED3DSPSM_X2NEG
:
805 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
807 case WINED3DSPSM_ABS
:
808 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
810 case WINED3DSPSM_ABSNEG
:
811 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
814 FIXME("Unhandled modifier %u\n", (instr
& WINED3DSP_SRCMOD_MASK
));
815 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
819 /** Writes the GLSL variable name that corresponds to the register that the
820 * DX opcode parameter is trying to access */
821 static void shader_glsl_get_register_name(
823 const DWORD addr_token
,
826 SHADER_OPCODE_ARG
* arg
) {
828 /* oPos, oFog and oPts in D3D */
829 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
831 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
832 DWORD regtype
= shader_get_regtype(param
);
833 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
834 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
835 WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
837 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
843 case WINED3DSPR_TEMP
:
844 sprintf(tmpStr
, "R%u", reg
);
846 case WINED3DSPR_INPUT
:
848 /* Pixel shaders >= 3.0 */
849 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3) {
850 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
851 glsl_src_param_t rel_param
;
852 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
854 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
857 if(((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[reg
]) {
858 sprintf(tmpStr
, "IN[%s + %u]", rel_param
.param_str
,
859 ((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[reg
]);
861 sprintf(tmpStr
, "IN[%s]", rel_param
.param_str
);
864 sprintf(tmpStr
, "IN[%u]",
865 ((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[reg
]);
869 strcpy(tmpStr
, "gl_Color");
871 strcpy(tmpStr
, "gl_SecondaryColor");
874 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
876 sprintf(tmpStr
, "attrib%u", reg
);
879 case WINED3DSPR_CONST
:
881 const char* prefix
= pshader
? "PC":"VC";
883 /* Relative addressing */
884 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
886 /* Relative addressing on shaders 2.0+ have a relative address token,
887 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
888 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2) {
889 glsl_src_param_t rel_param
;
890 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
892 sprintf(tmpStr
, "%s[%s + %u]", prefix
, rel_param
.param_str
, reg
);
894 sprintf(tmpStr
, "%s[%s]", prefix
, rel_param
.param_str
);
898 sprintf(tmpStr
, "%s[A0.x + %u]", prefix
, reg
);
900 sprintf(tmpStr
, "%s[A0.x]", prefix
);
905 if(shader_constant_is_local(This
, reg
)) {
906 sprintf(tmpStr
, "LC%u", reg
);
908 sprintf(tmpStr
, "%s[%u]", prefix
, reg
);
914 case WINED3DSPR_CONSTINT
:
916 sprintf(tmpStr
, "PI[%u]", reg
);
918 sprintf(tmpStr
, "VI[%u]", reg
);
920 case WINED3DSPR_CONSTBOOL
:
922 sprintf(tmpStr
, "PB[%u]", reg
);
924 sprintf(tmpStr
, "VB[%u]", reg
);
926 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
928 sprintf(tmpStr
, "T%u", reg
);
930 sprintf(tmpStr
, "A%u", reg
);
933 case WINED3DSPR_LOOP
:
934 sprintf(tmpStr
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
936 case WINED3DSPR_SAMPLER
:
938 sprintf(tmpStr
, "Psampler%u", reg
);
940 sprintf(tmpStr
, "Vsampler%u", reg
);
942 case WINED3DSPR_COLOROUT
:
943 if (reg
>= GL_LIMITS(buffers
)) {
944 WARN("Write to render target %u, only %d supported\n", reg
, 4);
946 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
947 sprintf(tmpStr
, "gl_FragData[%u]", reg
);
948 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
949 sprintf(tmpStr
, "gl_FragColor");
952 case WINED3DSPR_RASTOUT
:
953 sprintf(tmpStr
, "%s", hwrastout_reg_names
[reg
]);
955 case WINED3DSPR_DEPTHOUT
:
956 sprintf(tmpStr
, "gl_FragDepth");
958 case WINED3DSPR_ATTROUT
:
960 sprintf(tmpStr
, "gl_FrontColor");
962 sprintf(tmpStr
, "gl_FrontSecondaryColor");
965 case WINED3DSPR_TEXCRDOUT
:
966 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
967 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
968 sprintf(tmpStr
, "OUT[%u]", reg
);
970 sprintf(tmpStr
, "gl_TexCoord[%u]", reg
);
972 case WINED3DSPR_MISCTYPE
:
975 sprintf(tmpStr
, "vpos");
976 } else if (reg
== 1){
977 /* Note that gl_FrontFacing is a bool, while vFace is
978 * a float for which the sign determines front/back
980 sprintf(tmpStr
, "(gl_FrontFacing ? 1.0 : -1.0)");
982 FIXME("Unhandled misctype register %d\n", reg
);
983 sprintf(tmpStr
, "unrecognized_register");
987 FIXME("Unhandled register name Type(%d)\n", regtype
);
988 sprintf(tmpStr
, "unrecognized_register");
992 strcat(regstr
, tmpStr
);
995 /* Get the GLSL write mask for the destination register */
996 static DWORD
shader_glsl_get_write_mask(const DWORD param
, char *write_mask
) {
997 char *ptr
= write_mask
;
998 DWORD mask
= param
& WINED3DSP_WRITEMASK_ALL
;
1000 if (shader_is_scalar(param
)) {
1001 mask
= WINED3DSP_WRITEMASK_0
;
1004 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
1005 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
1006 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
1007 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
1015 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1016 unsigned int size
= 0;
1018 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1019 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1020 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1021 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1026 static void shader_glsl_get_swizzle(const DWORD param
, BOOL fixup
, DWORD mask
, char *swizzle_str
) {
1027 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1028 * but addressed as "rgba". To fix this we need to swap the register's x
1029 * and z components. */
1030 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
1031 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1032 char *ptr
= swizzle_str
;
1034 if (!shader_is_scalar(param
)) {
1036 /* swizzle bits fields: wwzzyyxx */
1037 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = swizzle_chars
[swizzle
& 0x03];
1038 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1039 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1040 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1046 /* From a given parameter token, generate the corresponding GLSL string.
1047 * Also, return the actual register name and swizzle in case the
1048 * caller needs this information as well. */
1049 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
1050 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
) {
1051 BOOL is_color
= FALSE
;
1052 char swizzle_str
[6];
1054 src_param
->reg_name
[0] = '\0';
1055 src_param
->param_str
[0] = '\0';
1056 swizzle_str
[0] = '\0';
1058 shader_glsl_get_register_name(param
, addr_token
, src_param
->reg_name
, &is_color
, arg
);
1060 shader_glsl_get_swizzle(param
, is_color
, mask
, swizzle_str
);
1061 shader_glsl_gen_modifier(param
, src_param
->reg_name
, swizzle_str
, src_param
->param_str
);
1064 /* From a given parameter token, generate the corresponding GLSL string.
1065 * Also, return the actual register name and swizzle in case the
1066 * caller needs this information as well. */
1067 static DWORD
shader_glsl_add_dst_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
1068 const DWORD addr_token
, glsl_dst_param_t
*dst_param
) {
1069 BOOL is_color
= FALSE
;
1071 dst_param
->mask_str
[0] = '\0';
1072 dst_param
->reg_name
[0] = '\0';
1074 shader_glsl_get_register_name(param
, addr_token
, dst_param
->reg_name
, &is_color
, arg
);
1075 return shader_glsl_get_write_mask(param
, dst_param
->mask_str
);
1078 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1079 static DWORD
shader_glsl_append_dst_ext(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
, const DWORD param
) {
1080 glsl_dst_param_t dst_param
;
1084 mask
= shader_glsl_add_dst_param(arg
, param
, arg
->dst_addr
, &dst_param
);
1087 shift
= (param
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1088 shader_addline(buffer
, "%s%s = %s(", dst_param
.reg_name
, dst_param
.mask_str
, shift_glsl_tab
[shift
]);
1094 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1095 static DWORD
shader_glsl_append_dst(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
) {
1096 return shader_glsl_append_dst_ext(buffer
, arg
, arg
->dst
);
1099 /** Process GLSL instruction modifiers */
1100 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
* arg
) {
1102 DWORD mask
= arg
->dst
& WINED3DSP_DSTMOD_MASK
;
1104 if (arg
->opcode
->dst_token
&& mask
!= 0) {
1105 glsl_dst_param_t dst_param
;
1107 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
1109 if (mask
& WINED3DSPDM_SATURATE
) {
1110 /* _SAT means to clamp the value of the register to between 0 and 1 */
1111 shader_addline(arg
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1112 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1114 if (mask
& WINED3DSPDM_MSAMPCENTROID
) {
1115 FIXME("_centroid modifier not handled\n");
1117 if (mask
& WINED3DSPDM_PARTIALPRECISION
) {
1118 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1123 static inline const char* shader_get_comp_op(
1124 const DWORD opcode
) {
1126 DWORD op
= (opcode
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
1128 case COMPARISON_GT
: return ">";
1129 case COMPARISON_EQ
: return "==";
1130 case COMPARISON_GE
: return ">=";
1131 case COMPARISON_LT
: return "<";
1132 case COMPARISON_NE
: return "!=";
1133 case COMPARISON_LE
: return "<=";
1135 FIXME("Unrecognized comparison value: %u\n", op
);
1140 static void shader_glsl_get_sample_function(DWORD sampler_type
, BOOL projected
, BOOL texrect
, glsl_sample_function_t
*sample_function
) {
1141 /* Note that there's no such thing as a projected cube texture. */
1142 switch(sampler_type
) {
1144 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1145 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1149 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1151 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1153 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1155 case WINED3DSTT_CUBE
:
1156 sample_function
->name
= "textureCube";
1157 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1159 case WINED3DSTT_VOLUME
:
1160 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1161 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1164 sample_function
->name
= "";
1165 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1170 static void shader_glsl_color_correction(SHADER_OPCODE_ARG
* arg
) {
1171 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1172 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
1173 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
1174 glsl_dst_param_t dst_param
;
1175 glsl_dst_param_t dst_param2
;
1177 WINED3DFORMAT conversion_group
;
1178 IWineD3DBaseTextureImpl
*texture
;
1179 DWORD mask
, mask_size
;
1181 BOOL recorded
= FALSE
;
1183 DWORD hex_version
= shader
->baseShader
.hex_version
;
1185 switch(arg
->opcode
->opcode
) {
1186 case WINED3DSIO_TEX
:
1187 if (hex_version
< WINED3DPS_VERSION(2,0)) {
1188 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1190 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1194 case WINED3DSIO_TEXLDL
:
1195 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
1198 case WINED3DSIO_TEXDP3TEX
:
1199 case WINED3DSIO_TEXM3x3TEX
:
1200 case WINED3DSIO_TEXM3x3SPEC
:
1201 case WINED3DSIO_TEXM3x3VSPEC
:
1202 case WINED3DSIO_TEXBEM
:
1203 case WINED3DSIO_TEXREG2AR
:
1204 case WINED3DSIO_TEXREG2GB
:
1205 case WINED3DSIO_TEXREG2RGB
:
1206 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1210 /* Not a texture sampling instruction, nothing to do */
1214 texture
= (IWineD3DBaseTextureImpl
*) deviceImpl
->stateBlock
->textures
[sampler_idx
];
1216 fmt
= texture
->resource
.format
;
1217 conversion_group
= texture
->baseTexture
.shader_conversion_group
;
1219 fmt
= WINED3DFMT_UNKNOWN
;
1220 conversion_group
= WINED3DFMT_UNKNOWN
;
1223 /* before doing anything, record the sampler with the format in the format conversion list,
1224 * but check if it's not there already
1226 for(i
= 0; i
< shader
->baseShader
.num_sampled_samplers
; i
++) {
1227 if(shader
->baseShader
.sampled_samplers
[i
] == sampler_idx
) {
1233 shader
->baseShader
.sampled_samplers
[shader
->baseShader
.num_sampled_samplers
] = sampler_idx
;
1234 shader
->baseShader
.num_sampled_samplers
++;
1235 shader
->baseShader
.sampled_format
[sampler_idx
] = conversion_group
;
1239 case WINED3DFMT_V8U8
:
1240 case WINED3DFMT_V16U16
:
1241 if(GL_SUPPORT(NV_TEXTURE_SHADER
) ||
1242 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP
) && fmt
== WINED3DFMT_V8U8
)) {
1243 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
1244 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_2
, &dst_param
);
1245 mask_size
= shader_glsl_get_write_mask_size(mask
);
1246 if(mask_size
>= 3) {
1247 shader_addline(arg
->buffer
, "%s.%c = 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
[3]);
1250 /* Correct the sign, but leave the blue as it is - it was loaded correctly already */
1251 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
,
1252 WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
,
1254 mask_size
= shader_glsl_get_write_mask_size(mask
);
1255 if(mask_size
>= 2) {
1256 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1257 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2],
1258 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2]);
1259 } else if(mask_size
== 1) {
1260 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
[1],
1261 dst_param
.reg_name
, dst_param
.mask_str
[1]);
1266 case WINED3DFMT_X8L8V8U8
:
1267 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1268 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
1269 * and a(X) is always 1.0
1271 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &dst_param
);
1272 mask_size
= shader_glsl_get_write_mask_size(mask
);
1273 if(mask_size
>= 2) {
1274 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1275 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2],
1276 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2]);
1277 } else if(mask_size
== 1) {
1278 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1279 dst_param
.reg_name
, dst_param
.mask_str
[1],
1280 dst_param
.reg_name
, dst_param
.mask_str
[1]);
1285 case WINED3DFMT_L6V5U5
:
1286 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1287 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &dst_param
);
1288 mask_size
= shader_glsl_get_write_mask_size(mask
);
1289 shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_2
, &dst_param2
);
1290 if(mask_size
>= 3) {
1291 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
1292 shader_addline(arg
->buffer
, "tmp0.g = %s.%c;\n",
1293 dst_param
.reg_name
, dst_param
.mask_str
[2]);
1294 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1295 dst_param
.reg_name
, dst_param
.mask_str
[2], dst_param
.mask_str
[1],
1296 dst_param2
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[3]);
1297 shader_addline(arg
->buffer
, "%s.%c = tmp0.g;\n", dst_param
.reg_name
,
1298 dst_param
.mask_str
[3]);
1299 } else if(mask_size
== 2) {
1300 /* This is bad: We have VL, but we need VU */
1301 FIXME("2 components sampled from a converted L6V5U5 texture\n");
1303 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1304 dst_param
.reg_name
, dst_param
.mask_str
[1],
1305 dst_param2
.reg_name
, dst_param
.mask_str
[1]);
1310 case WINED3DFMT_Q8W8V8U8
:
1311 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1312 /* Correct the sign in all channels. The writemask just applies as-is, no
1313 * need for checking the mask size
1315 shader_glsl_add_dst_param(arg
, arg
->dst
,
1316 WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
|
1317 WINED3DSP_WRITEMASK_2
| WINED3DSP_WRITEMASK_3
,
1319 shader_addline(arg
->buffer
, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
,
1320 dst_param
.reg_name
, dst_param
.mask_str
);
1324 /* stupid compiler */
1330 /*****************************************************************************
1332 * Begin processing individual instruction opcodes
1334 ****************************************************************************/
1336 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1337 void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
) {
1338 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1339 SHADER_BUFFER
* buffer
= arg
->buffer
;
1340 glsl_src_param_t src0_param
;
1341 glsl_src_param_t src1_param
;
1345 /* Determine the GLSL operator to use based on the opcode */
1346 switch (curOpcode
->opcode
) {
1347 case WINED3DSIO_MUL
: op
= '*'; break;
1348 case WINED3DSIO_ADD
: op
= '+'; break;
1349 case WINED3DSIO_SUB
: op
= '-'; break;
1352 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1356 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1357 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1358 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1359 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
1362 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1363 void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
) {
1364 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1365 SHADER_BUFFER
* buffer
= arg
->buffer
;
1366 glsl_src_param_t src0_param
;
1369 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1370 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1372 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1373 * shader versions WINED3DSIO_MOVA is used for this. */
1374 if ((WINED3DSHADER_VERSION_MAJOR(shader
->baseShader
.hex_version
) == 1 &&
1375 !shader_is_pshader_version(shader
->baseShader
.hex_version
) &&
1376 shader_get_regtype(arg
->dst
) == WINED3DSPR_ADDR
)) {
1377 /* This is a simple floor() */
1378 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1379 if (mask_size
> 1) {
1380 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
1382 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
1384 } else if(arg
->opcode
->opcode
== WINED3DSIO_MOVA
) {
1385 /* We need to *round* to the nearest int here. */
1386 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1387 if (mask_size
> 1) {
1388 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
);
1390 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1393 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
1397 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1398 void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
) {
1399 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1400 SHADER_BUFFER
* buffer
= arg
->buffer
;
1401 glsl_src_param_t src0_param
;
1402 glsl_src_param_t src1_param
;
1403 DWORD dst_write_mask
, src_write_mask
;
1404 unsigned int dst_size
= 0;
1406 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1407 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1409 /* dp3 works on vec3, dp4 on vec4 */
1410 if (curOpcode
->opcode
== WINED3DSIO_DP4
) {
1411 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
1413 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1416 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_write_mask
, &src0_param
);
1417 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_write_mask
, &src1_param
);
1420 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1422 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1426 /* Note that this instruction has some restrictions. The destination write mask
1427 * can't contain the w component, and the source swizzles have to be .xyzw */
1428 void shader_glsl_cross(SHADER_OPCODE_ARG
*arg
) {
1429 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1430 glsl_src_param_t src0_param
;
1431 glsl_src_param_t src1_param
;
1434 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1435 shader_glsl_append_dst(arg
->buffer
, arg
);
1436 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1437 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
1438 shader_addline(arg
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
1441 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1442 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1443 * GLSL uses the value as-is. */
1444 void shader_glsl_pow(SHADER_OPCODE_ARG
*arg
) {
1445 SHADER_BUFFER
*buffer
= arg
->buffer
;
1446 glsl_src_param_t src0_param
;
1447 glsl_src_param_t src1_param
;
1448 DWORD dst_write_mask
;
1449 unsigned int dst_size
;
1451 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1452 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1454 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1455 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1458 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1460 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1464 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1465 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1466 * GLSL uses the value as-is. */
1467 void shader_glsl_log(SHADER_OPCODE_ARG
*arg
) {
1468 SHADER_BUFFER
*buffer
= arg
->buffer
;
1469 glsl_src_param_t src0_param
;
1470 DWORD dst_write_mask
;
1471 unsigned int dst_size
;
1473 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1474 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1476 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1479 shader_addline(buffer
, "vec%d(log2(abs(%s))));\n", dst_size
, src0_param
.param_str
);
1481 shader_addline(buffer
, "log2(abs(%s)));\n", src0_param
.param_str
);
1485 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1486 void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
) {
1487 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1488 SHADER_BUFFER
* buffer
= arg
->buffer
;
1489 glsl_src_param_t src_param
;
1490 const char *instruction
;
1491 char arguments
[256];
1495 /* Determine the GLSL function to use based on the opcode */
1496 /* TODO: Possibly make this a table for faster lookups */
1497 switch (curOpcode
->opcode
) {
1498 case WINED3DSIO_MIN
: instruction
= "min"; break;
1499 case WINED3DSIO_MAX
: instruction
= "max"; break;
1500 case WINED3DSIO_ABS
: instruction
= "abs"; break;
1501 case WINED3DSIO_FRC
: instruction
= "fract"; break;
1502 case WINED3DSIO_NRM
: instruction
= "normalize"; break;
1503 case WINED3DSIO_LOGP
:
1504 case WINED3DSIO_LOG
: instruction
= "log2"; break;
1505 case WINED3DSIO_EXP
: instruction
= "exp2"; break;
1506 case WINED3DSIO_SGN
: instruction
= "sign"; break;
1507 case WINED3DSIO_DSX
: instruction
= "dFdx"; break;
1508 case WINED3DSIO_DSY
: instruction
= "ycorrection.y * dFdy"; break;
1509 default: instruction
= "";
1510 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1514 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1516 arguments
[0] = '\0';
1517 if (curOpcode
->num_params
> 0) {
1518 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src_param
);
1519 strcat(arguments
, src_param
.param_str
);
1520 for (i
= 2; i
< curOpcode
->num_params
; ++i
) {
1521 strcat(arguments
, ", ");
1522 shader_glsl_add_src_param(arg
, arg
->src
[i
-1], arg
->src_addr
[i
-1], write_mask
, &src_param
);
1523 strcat(arguments
, src_param
.param_str
);
1527 shader_addline(buffer
, "%s(%s));\n", instruction
, arguments
);
1530 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1531 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1532 * dst.x = 2^(floor(src))
1533 * dst.y = src - floor(src)
1534 * dst.z = 2^src (partial precision is allowed, but optional)
1536 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1537 * dst = 2^src; (partial precision is allowed, but optional)
1539 void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
) {
1540 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1541 glsl_src_param_t src_param
;
1543 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
1545 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
1548 shader_addline(arg
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
1549 shader_addline(arg
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
1550 shader_addline(arg
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
1551 shader_addline(arg
->buffer
, "tmp0.w = 1.0;\n");
1553 shader_glsl_append_dst(arg
->buffer
, arg
);
1554 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1555 shader_addline(arg
->buffer
, "tmp0%s);\n", dst_mask
);
1558 unsigned int mask_size
;
1560 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1561 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1563 if (mask_size
> 1) {
1564 shader_addline(arg
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
1566 shader_addline(arg
->buffer
, "exp2(%s));\n", src_param
.param_str
);
1571 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1572 void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
) {
1573 glsl_src_param_t src_param
;
1575 unsigned int mask_size
;
1577 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1578 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1579 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1581 if (mask_size
> 1) {
1582 shader_addline(arg
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_param
.param_str
);
1584 shader_addline(arg
->buffer
, "1.0 / %s);\n", src_param
.param_str
);
1588 void shader_glsl_rsq(SHADER_OPCODE_ARG
* arg
) {
1589 SHADER_BUFFER
* buffer
= arg
->buffer
;
1590 glsl_src_param_t src_param
;
1592 unsigned int mask_size
;
1594 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1595 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1597 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1599 if (mask_size
> 1) {
1600 shader_addline(buffer
, "vec%d(inversesqrt(%s)));\n", mask_size
, src_param
.param_str
);
1602 shader_addline(buffer
, "inversesqrt(%s));\n", src_param
.param_str
);
1606 /** Process signed comparison opcodes in GLSL. */
1607 void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
) {
1608 glsl_src_param_t src0_param
;
1609 glsl_src_param_t src1_param
;
1611 unsigned int mask_size
;
1613 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1614 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1615 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1616 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1618 if (mask_size
> 1) {
1619 const char *compare
;
1621 switch(arg
->opcode
->opcode
) {
1622 case WINED3DSIO_SLT
: compare
= "lessThan"; break;
1623 case WINED3DSIO_SGE
: compare
= "greaterThanEqual"; break;
1624 default: compare
= "";
1625 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1628 shader_addline(arg
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
1629 src0_param
.param_str
, src1_param
.param_str
);
1631 switch(arg
->opcode
->opcode
) {
1632 case WINED3DSIO_SLT
:
1633 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1634 * to return 0.0 but step returns 1.0 because step is not < x
1635 * An alternative is a bvec compare padded with an unused second component.
1636 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1637 * issue. Playing with not() is not possible either because not() does not accept
1640 shader_addline(arg
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n", src0_param
.param_str
, src1_param
.param_str
);
1642 case WINED3DSIO_SGE
:
1643 /* Here we can use the step() function and safe a conditional */
1644 shader_addline(arg
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
1647 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1653 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1654 void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
) {
1655 glsl_src_param_t src0_param
;
1656 glsl_src_param_t src1_param
;
1657 glsl_src_param_t src2_param
;
1658 DWORD write_mask
, cmp_channel
= 0;
1661 BOOL temp_destination
= FALSE
;
1663 if(shader_is_scalar(arg
->src
[0])) {
1664 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1666 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
1667 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1668 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1670 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1671 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1673 DWORD src0reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1674 DWORD src1reg
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1675 DWORD src2reg
= arg
->src
[2] & WINED3DSP_REGNUM_MASK
;
1676 DWORD src0regtype
= shader_get_regtype(arg
->src
[0]);
1677 DWORD src1regtype
= shader_get_regtype(arg
->src
[1]);
1678 DWORD src2regtype
= shader_get_regtype(arg
->src
[2]);
1679 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1680 DWORD dstregtype
= shader_get_regtype(arg
->dst
);
1682 /* Cycle through all source0 channels */
1683 for (i
=0; i
<4; i
++) {
1685 /* Find the destination channels which use the current source0 channel */
1686 for (j
=0; j
<4; j
++) {
1687 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1688 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1689 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1693 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1694 * The first lines may overwrite source parameters of the following lines.
1695 * Deal with that by using a temporary destination register if needed
1697 if((src0reg
== dstreg
&& src0regtype
== dstregtype
) ||
1698 (src1reg
== dstreg
&& src1regtype
== dstregtype
) ||
1699 (src2reg
== dstreg
&& src2regtype
== dstregtype
)) {
1701 write_mask
= shader_glsl_get_write_mask(arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
), mask_char
);
1702 if (!write_mask
) continue;
1703 shader_addline(arg
->buffer
, "tmp0%s = (", mask_char
);
1704 temp_destination
= TRUE
;
1706 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1707 if (!write_mask
) continue;
1710 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1711 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1712 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1714 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1715 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1718 if(temp_destination
) {
1719 shader_glsl_get_write_mask(arg
->dst
, mask_char
);
1720 shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
);
1721 shader_addline(arg
->buffer
, "tmp0%s);\n", mask_char
);
1727 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1728 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1729 * the compare is done per component of src0. */
1730 void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
) {
1731 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1732 glsl_src_param_t src0_param
;
1733 glsl_src_param_t src1_param
;
1734 glsl_src_param_t src2_param
;
1735 DWORD write_mask
, cmp_channel
= 0;
1738 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(1, 4)) {
1739 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1740 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1741 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1742 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1744 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1745 if(arg
->opcode_token
& WINED3DSI_COISSUE
) {
1746 shader_addline(arg
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
1748 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1749 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1753 /* Cycle through all source0 channels */
1754 for (i
=0; i
<4; i
++) {
1756 /* Find the destination channels which use the current source0 channel */
1757 for (j
=0; j
<4; j
++) {
1758 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1759 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1760 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1763 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1764 if (!write_mask
) continue;
1766 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1767 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1768 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1770 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1771 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1775 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1776 void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
) {
1777 glsl_src_param_t src0_param
;
1778 glsl_src_param_t src1_param
;
1779 glsl_src_param_t src2_param
;
1782 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1783 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1784 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1785 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1786 shader_addline(arg
->buffer
, "(%s * %s) + %s);\n",
1787 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1790 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1791 Vertex shaders to GLSL codes */
1792 void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
) {
1794 int nComponents
= 0;
1795 SHADER_OPCODE_ARG tmpArg
;
1797 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1799 /* Set constants for the temporary argument */
1800 tmpArg
.shader
= arg
->shader
;
1801 tmpArg
.buffer
= arg
->buffer
;
1802 tmpArg
.src
[0] = arg
->src
[0];
1803 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1804 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1805 tmpArg
.reg_maps
= arg
->reg_maps
;
1807 switch(arg
->opcode
->opcode
) {
1808 case WINED3DSIO_M4x4
:
1810 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1812 case WINED3DSIO_M4x3
:
1814 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1816 case WINED3DSIO_M3x4
:
1818 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1820 case WINED3DSIO_M3x3
:
1822 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1824 case WINED3DSIO_M3x2
:
1826 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1832 for (i
= 0; i
< nComponents
; i
++) {
1833 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1834 tmpArg
.src
[1] = arg
->src
[1]+i
;
1835 shader_glsl_dot(&tmpArg
);
1840 The LRP instruction performs a component-wise linear interpolation
1841 between the second and third operands using the first operand as the
1842 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1843 This is equivalent to mix(src2, src1, src0);
1845 void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
) {
1846 glsl_src_param_t src0_param
;
1847 glsl_src_param_t src1_param
;
1848 glsl_src_param_t src2_param
;
1851 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1853 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1854 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1855 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1857 shader_addline(arg
->buffer
, "mix(%s, %s, %s));\n",
1858 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
1861 /** Process the WINED3DSIO_LIT instruction in GLSL:
1862 * dst.x = dst.w = 1.0
1863 * dst.y = (src0.x > 0) ? src0.x
1864 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1865 * where src.w is clamped at +- 128
1867 void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
) {
1868 glsl_src_param_t src0_param
;
1869 glsl_src_param_t src1_param
;
1870 glsl_src_param_t src3_param
;
1873 shader_glsl_append_dst(arg
->buffer
, arg
);
1874 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1876 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1877 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
1878 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
1880 /* The sdk specifies the instruction like this
1882 * if(src.x > 0.0) dst.y = src.x
1884 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
1888 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
1889 * dst.x = 1.0 ... No further explanation needed
1890 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
1891 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
1892 * dst.w = 1.0. ... Nothing fancy.
1894 * So we still have one conditional in there. So do this:
1895 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
1897 * 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),
1898 * 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.
1899 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
1901 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",
1902 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
1905 /** Process the WINED3DSIO_DST instruction in GLSL:
1907 * dst.y = src0.x * src0.y
1911 void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
) {
1912 glsl_src_param_t src0y_param
;
1913 glsl_src_param_t src0z_param
;
1914 glsl_src_param_t src1y_param
;
1915 glsl_src_param_t src1w_param
;
1918 shader_glsl_append_dst(arg
->buffer
, arg
);
1919 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1921 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
1922 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
1923 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
1924 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
1926 shader_addline(arg
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1927 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
1930 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1931 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1932 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1934 * dst.x = cos(src0.?)
1935 * dst.y = sin(src0.?)
1939 void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
) {
1940 glsl_src_param_t src0_param
;
1943 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1944 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1946 switch (write_mask
) {
1947 case WINED3DSP_WRITEMASK_0
:
1948 shader_addline(arg
->buffer
, "cos(%s));\n", src0_param
.param_str
);
1951 case WINED3DSP_WRITEMASK_1
:
1952 shader_addline(arg
->buffer
, "sin(%s));\n", src0_param
.param_str
);
1955 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
1956 shader_addline(arg
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1960 ERR("Write mask should be .x, .y or .xy\n");
1965 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1966 * Start a for() loop where src1.y is the initial value of aL,
1967 * increment aL by src1.z for a total of src1.x iterations.
1968 * Need to use a temporary variable for this operation.
1970 /* FIXME: I don't think nested loops will work correctly this way. */
1971 void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
) {
1972 glsl_src_param_t src1_param
;
1973 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1974 DWORD regtype
= shader_get_regtype(arg
->src
[1]);
1975 DWORD reg
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1976 const DWORD
*control_values
= NULL
;
1977 local_constant
*constant
;
1979 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
1981 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
1982 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
1983 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
1986 if(regtype
== WINED3DSPR_CONSTINT
) {
1987 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
1988 if(constant
->idx
== reg
) {
1989 control_values
= constant
->value
;
1995 if(control_values
) {
1996 if(control_values
[2] > 0) {
1997 shader_addline(arg
->buffer
, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
1998 shader
->baseShader
.cur_loop_depth
, control_values
[1],
1999 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2000 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2001 } else if(control_values
[2] == 0) {
2002 shader_addline(arg
->buffer
, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2003 shader
->baseShader
.cur_loop_depth
, control_values
[1], shader
->baseShader
.cur_loop_depth
,
2004 shader
->baseShader
.cur_loop_depth
, control_values
[0],
2005 shader
->baseShader
.cur_loop_depth
);
2007 shader_addline(arg
->buffer
, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2008 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2009 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2010 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2013 shader_addline(arg
->buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2014 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
,
2015 src1_param
.reg_name
, shader
->baseShader
.cur_loop_depth
, src1_param
.reg_name
,
2016 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
, src1_param
.reg_name
);
2019 shader
->baseShader
.cur_loop_depth
++;
2020 shader
->baseShader
.cur_loop_regno
++;
2023 void shader_glsl_end(SHADER_OPCODE_ARG
* arg
) {
2024 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
2026 shader_addline(arg
->buffer
, "}\n");
2028 if(arg
->opcode
->opcode
== WINED3DSIO_ENDLOOP
) {
2029 shader
->baseShader
.cur_loop_depth
--;
2030 shader
->baseShader
.cur_loop_regno
--;
2032 if(arg
->opcode
->opcode
== WINED3DSIO_ENDREP
) {
2033 shader
->baseShader
.cur_loop_depth
--;
2037 void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
) {
2038 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
2039 glsl_src_param_t src0_param
;
2041 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2042 shader_addline(arg
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2043 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2044 src0_param
.param_str
, shader
->baseShader
.cur_loop_depth
);
2045 shader
->baseShader
.cur_loop_depth
++;
2048 void shader_glsl_if(SHADER_OPCODE_ARG
* arg
) {
2049 glsl_src_param_t src0_param
;
2051 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2052 shader_addline(arg
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2055 void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
) {
2056 glsl_src_param_t src0_param
;
2057 glsl_src_param_t src1_param
;
2059 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2060 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2062 shader_addline(arg
->buffer
, "if (%s %s %s) {\n",
2063 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
2066 void shader_glsl_else(SHADER_OPCODE_ARG
* arg
) {
2067 shader_addline(arg
->buffer
, "} else {\n");
2070 void shader_glsl_break(SHADER_OPCODE_ARG
* arg
) {
2071 shader_addline(arg
->buffer
, "break;\n");
2074 /* FIXME: According to MSDN the compare is done per component. */
2075 void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
) {
2076 glsl_src_param_t src0_param
;
2077 glsl_src_param_t src1_param
;
2079 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2080 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2082 shader_addline(arg
->buffer
, "if (%s %s %s) break;\n",
2083 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
2086 void shader_glsl_label(SHADER_OPCODE_ARG
* arg
) {
2088 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2089 shader_addline(arg
->buffer
, "}\n");
2090 shader_addline(arg
->buffer
, "void subroutine%u () {\n", snum
);
2093 void shader_glsl_call(SHADER_OPCODE_ARG
* arg
) {
2094 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2095 shader_addline(arg
->buffer
, "subroutine%u();\n", snum
);
2098 void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
) {
2099 glsl_src_param_t src1_param
;
2101 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2102 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2103 shader_addline(arg
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, snum
);
2106 /*********************************************
2107 * Pixel Shader Specific Code begins here
2108 ********************************************/
2109 void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
) {
2110 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2111 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2112 DWORD hex_version
= This
->baseShader
.hex_version
;
2113 char dst_swizzle
[6];
2114 glsl_sample_function_t sample_function
;
2117 BOOL projected
, texrect
= FALSE
;
2120 /* All versions have a destination register */
2121 shader_glsl_append_dst(arg
->buffer
, arg
);
2123 /* 1.0-1.4: Use destination register as sampler source.
2124 * 2.0+: Use provided sampler source. */
2125 if (hex_version
< WINED3DPS_VERSION(1,4)) {
2128 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2129 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2131 if (flags
& WINED3DTTFF_PROJECTED
) {
2133 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2134 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2135 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
2136 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
2137 case WINED3DTTFF_COUNT4
:
2138 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
2143 } else if (hex_version
< WINED3DPS_VERSION(2,0)) {
2144 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2145 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2147 if (src_mod
== WINED3DSPSM_DZ
) {
2149 mask
= WINED3DSP_WRITEMASK_2
;
2150 } else if (src_mod
== WINED3DSPSM_DW
) {
2152 mask
= WINED3DSP_WRITEMASK_3
;
2157 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2158 if(arg
->opcode_token
& WINED3DSI_TEXLD_PROJECT
) {
2159 /* ps 2.0 texldp instruction always divides by the fourth component. */
2161 mask
= WINED3DSP_WRITEMASK_3
;
2167 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2168 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2172 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2173 shader_glsl_get_sample_function(sampler_type
, projected
, texrect
, &sample_function
);
2174 mask
|= sample_function
.coord_mask
;
2176 if (hex_version
< WINED3DPS_VERSION(2,0)) {
2177 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
2179 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
2182 /* 1.0-1.3: Use destination register as coordinate source.
2183 1.4+: Use provided coordinate source register. */
2184 if (hex_version
< WINED3DPS_VERSION(1,4)) {
2186 shader_glsl_get_write_mask(mask
, coord_mask
);
2187 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s)%s);\n",
2188 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, dst_swizzle
);
2190 glsl_src_param_t coord_param
;
2191 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], mask
, &coord_param
);
2192 if(arg
->opcode_token
& WINED3DSI_TEXLD_BIAS
) {
2193 glsl_src_param_t bias
;
2194 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &bias
);
2196 shader_addline(arg
->buffer
, "%s(Psampler%u, %s, %s)%s);\n",
2197 sample_function
.name
, sampler_idx
, coord_param
.param_str
,
2198 bias
.param_str
, dst_swizzle
);
2200 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n",
2201 sample_function
.name
, sampler_idx
, coord_param
.param_str
, dst_swizzle
);
2206 void shader_glsl_texldl(SHADER_OPCODE_ARG
* arg
) {
2207 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
2208 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2209 glsl_sample_function_t sample_function
;
2210 glsl_src_param_t coord_param
, lod_param
;
2211 char dst_swizzle
[6];
2214 BOOL texrect
= FALSE
;
2216 shader_glsl_append_dst(arg
->buffer
, arg
);
2217 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
2219 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2220 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2221 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2222 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2225 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
);
2227 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
2229 if (shader_is_pshader_version(This
->baseShader
.hex_version
)) {
2230 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2231 * However, they seem to work just fine in fragment shaders as well. */
2232 WARN("Using %sLod in fragment shader.\n", sample_function
.name
);
2233 shader_addline(arg
->buffer
, "%sLod(Psampler%u, %s, %s)%s);\n",
2234 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2236 shader_addline(arg
->buffer
, "%sLod(Vsampler%u, %s, %s)%s);\n",
2237 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2241 void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
) {
2243 /* FIXME: Make this work for more than just 2D textures */
2245 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2246 SHADER_BUFFER
* buffer
= arg
->buffer
;
2247 DWORD hex_version
= This
->baseShader
.hex_version
;
2251 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2252 shader_glsl_get_write_mask(write_mask
, dst_mask
);
2254 if (hex_version
!= WINED3DPS_VERSION(1,4)) {
2255 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2256 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg
, dst_mask
);
2258 DWORD reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
2259 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2260 char dst_swizzle
[6];
2262 shader_glsl_get_swizzle(arg
->src
[0], FALSE
, write_mask
, dst_swizzle
);
2264 if (src_mod
== WINED3DSPSM_DZ
) {
2265 glsl_src_param_t div_param
;
2266 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2267 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
2269 if (mask_size
> 1) {
2270 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2272 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2274 } else if (src_mod
== WINED3DSPSM_DW
) {
2275 glsl_src_param_t div_param
;
2276 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2277 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
2279 if (mask_size
> 1) {
2280 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2282 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2285 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
2290 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2291 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2292 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2293 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
) {
2294 glsl_src_param_t src0_param
;
2296 glsl_sample_function_t sample_function
;
2297 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2298 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2299 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2301 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2303 shader_glsl_append_dst(arg
->buffer
, arg
);
2304 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2306 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2307 * scalar, and projected sampling would require 4.
2309 * It is a dependent read - not valid with conditional NP2 textures
2311 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2313 switch(count_bits(sample_function
.coord_mask
)) {
2315 shader_addline(arg
->buffer
, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2316 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2320 shader_addline(arg
->buffer
, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2321 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2325 shader_addline(arg
->buffer
, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2326 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2329 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function
.coord_mask
));
2333 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2334 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2335 void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
) {
2336 glsl_src_param_t src0_param
;
2337 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2338 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2340 unsigned int mask_size
;
2342 dst_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2343 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
2344 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2346 if (mask_size
> 1) {
2347 shader_addline(arg
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
2349 shader_addline(arg
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
2353 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2354 * Calculate the depth as dst.x / dst.y */
2355 void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
) {
2356 glsl_dst_param_t dst_param
;
2358 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2360 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2361 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2362 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2363 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2366 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
);
2369 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2370 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2371 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2372 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2374 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
) {
2375 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2376 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2377 glsl_src_param_t src0_param
;
2379 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2381 shader_addline(arg
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
2382 shader_addline(arg
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2385 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2386 * Calculate the 1st of a 2-row matrix multiplication. */
2387 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
) {
2388 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2389 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2390 SHADER_BUFFER
* buffer
= arg
->buffer
;
2391 glsl_src_param_t src0_param
;
2393 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2394 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2397 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2398 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2399 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
) {
2401 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2402 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2403 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2404 SHADER_BUFFER
* buffer
= arg
->buffer
;
2405 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2406 glsl_src_param_t src0_param
;
2408 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2409 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
2410 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2413 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
) {
2414 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2415 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2416 SHADER_BUFFER
* buffer
= arg
->buffer
;
2417 glsl_src_param_t src0_param
;
2420 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2421 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2423 shader_glsl_append_dst(buffer
, arg
);
2424 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2426 /* Sample the texture using the calculated coordinates */
2427 shader_addline(buffer
, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg
, dst_mask
);
2430 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2431 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2432 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
) {
2433 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2434 glsl_src_param_t src0_param
;
2436 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2437 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2438 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2439 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2440 glsl_sample_function_t sample_function
;
2442 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2443 shader_addline(arg
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2445 shader_glsl_append_dst(arg
->buffer
, arg
);
2446 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2447 /* Dependent read, not valid with conditional NP2 */
2448 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2450 /* Sample the texture using the calculated coordinates */
2451 shader_addline(arg
->buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2453 current_state
->current_row
= 0;
2456 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2457 * Perform the 3rd row of a 3x3 matrix multiply */
2458 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
) {
2459 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2460 glsl_src_param_t src0_param
;
2462 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2463 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2464 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2466 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2468 shader_glsl_append_dst(arg
->buffer
, arg
);
2469 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2470 shader_addline(arg
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
2472 current_state
->current_row
= 0;
2475 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2476 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2477 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
) {
2479 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2480 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2481 glsl_src_param_t src0_param
;
2482 glsl_src_param_t src1_param
;
2484 SHADER_BUFFER
* buffer
= arg
->buffer
;
2485 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2486 DWORD stype
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2487 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2488 glsl_sample_function_t sample_function
;
2490 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2491 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
2493 /* Perform the last matrix multiply operation */
2494 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2495 /* Reflection calculation */
2496 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
2498 shader_glsl_append_dst(buffer
, arg
);
2499 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2500 /* Dependent read, not valid with conditional NP2 */
2501 shader_glsl_get_sample_function(stype
, FALSE
, FALSE
, &sample_function
);
2503 /* Sample the texture */
2504 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2506 current_state
->current_row
= 0;
2509 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2510 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2511 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
) {
2513 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2514 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2515 SHADER_BUFFER
* buffer
= arg
->buffer
;
2516 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2517 glsl_src_param_t src0_param
;
2519 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2520 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2521 glsl_sample_function_t sample_function
;
2523 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2525 /* Perform the last matrix multiply operation */
2526 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
2528 /* Construct the eye-ray vector from w coordinates */
2529 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2530 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
2531 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2533 shader_glsl_append_dst(buffer
, arg
);
2534 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2535 /* Dependent read, not valid with conditional NP2 */
2536 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2538 /* Sample the texture using the calculated coordinates */
2539 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2541 current_state
->current_row
= 0;
2544 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2545 * Apply a fake bump map transform.
2546 * texbem is pshader <= 1.3 only, this saves a few version checks
2548 void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
) {
2549 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2550 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2551 char dst_swizzle
[6];
2552 glsl_sample_function_t sample_function
;
2553 glsl_src_param_t coord_param
;
2560 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2561 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2563 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2564 /* Dependent read, not valid with conditional NP2 */
2565 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2566 mask
= sample_function
.coord_mask
;
2568 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
2570 shader_glsl_get_write_mask(mask
, coord_mask
);
2572 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2573 * so we can't let the GL handle this.
2575 if (flags
& WINED3DTTFF_PROJECTED
) {
2577 char coord_div_mask
[3];
2578 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2579 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2580 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
2581 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
2582 case WINED3DTTFF_COUNT4
:
2583 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
2585 shader_glsl_get_write_mask(div_mask
, coord_div_mask
);
2586 shader_addline(arg
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
2589 shader_glsl_append_dst(arg
->buffer
, arg
);
2590 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &coord_param
);
2591 if(arg
->opcode
->opcode
== WINED3DSIO_TEXBEML
) {
2592 glsl_src_param_t luminance_param
;
2593 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
2594 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",
2595 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, sampler_idx
, coord_param
.param_str
, coord_mask
,
2596 luminance_param
.param_str
, sampler_idx
, sampler_idx
, dst_swizzle
);
2598 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )%s);\n",
2599 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, sampler_idx
, coord_param
.param_str
, coord_mask
, dst_swizzle
);
2603 void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
) {
2604 glsl_src_param_t src0_param
, src1_param
;
2605 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2607 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src0_param
);
2608 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src1_param
);
2610 shader_glsl_append_dst(arg
->buffer
, arg
);
2611 shader_addline(arg
->buffer
, "%s + bumpenvmat%d * %s);\n",
2612 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
2615 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2616 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2617 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
) {
2619 glsl_src_param_t src0_param
;
2620 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2623 shader_glsl_append_dst(arg
->buffer
, arg
);
2624 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2625 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2627 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2630 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2631 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2632 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
) {
2633 glsl_src_param_t src0_param
;
2634 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2637 shader_glsl_append_dst(arg
->buffer
, arg
);
2638 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2639 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2641 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2644 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2645 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2646 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
) {
2647 glsl_src_param_t src0_param
;
2649 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2650 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2651 glsl_sample_function_t sample_function
;
2653 shader_glsl_append_dst(arg
->buffer
, arg
);
2654 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2655 /* Dependent read, not valid with conditional NP2 */
2656 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2657 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, &src0_param
);
2659 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n", sample_function
.name
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2662 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2663 * If any of the first 3 components are < 0, discard this pixel */
2664 void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
) {
2665 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2666 DWORD hex_version
= This
->baseShader
.hex_version
;
2667 glsl_dst_param_t dst_param
;
2669 /* The argument is a destination parameter, and no writemasks are allowed */
2670 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2671 if((hex_version
>= WINED3DPS_VERSION(2,0))) {
2672 /* 2.0 shaders compare all 4 components in texkill */
2673 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
2675 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2676 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2677 * 4 components are defined, only the first 3 are used
2679 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
2683 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2684 * dst = dot2(src0, src1) + src2 */
2685 void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
) {
2686 glsl_src_param_t src0_param
;
2687 glsl_src_param_t src1_param
;
2688 glsl_src_param_t src2_param
;
2690 unsigned int mask_size
;
2692 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2693 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2695 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
2696 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
2697 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
2699 if (mask_size
> 1) {
2700 shader_addline(arg
->buffer
, "vec%d(dot(%s, %s) + %s));\n", mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2702 shader_addline(arg
->buffer
, "dot(%s, %s) + %s);\n", src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2706 void pshader_glsl_input_pack(
2707 SHADER_BUFFER
* buffer
,
2708 semantic
* semantics_in
,
2709 IWineD3DPixelShader
*iface
) {
2712 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
2714 for (i
= 0; i
< MAX_REG_INPUT
; i
++) {
2716 DWORD usage_token
= semantics_in
[i
].usage
;
2717 DWORD register_token
= semantics_in
[i
].reg
;
2718 DWORD usage
, usage_idx
;
2722 if (!usage_token
) continue;
2723 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2724 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2725 shader_glsl_get_write_mask(register_token
, reg_mask
);
2729 case WINED3DDECLUSAGE_TEXCOORD
:
2730 if(usage_idx
< 8 && This
->vertexprocessing
== pretransformed
) {
2731 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2732 This
->input_reg_map
[i
], reg_mask
, usage_idx
, reg_mask
);
2734 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2735 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2739 case WINED3DDECLUSAGE_COLOR
:
2741 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
2742 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2743 else if (usage_idx
== 1)
2744 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2745 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2747 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2748 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2752 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2753 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2758 /*********************************************
2759 * Vertex Shader Specific Code begins here
2760 ********************************************/
2762 static void add_glsl_program_entry(IWineD3DDeviceImpl
*device
, struct glsl_shader_prog_link
*entry
) {
2763 glsl_program_key_t
*key
;
2765 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2766 key
->vshader
= entry
->vshader
;
2767 key
->pshader
= entry
->pshader
;
2769 hash_table_put(device
->glsl_program_lookup
, key
, entry
);
2772 static struct glsl_shader_prog_link
*get_glsl_program_entry(IWineD3DDeviceImpl
*device
,
2773 GLhandleARB vshader
, GLhandleARB pshader
) {
2774 glsl_program_key_t key
;
2776 key
.vshader
= vshader
;
2777 key
.pshader
= pshader
;
2779 return (struct glsl_shader_prog_link
*)hash_table_get(device
->glsl_program_lookup
, &key
);
2782 void delete_glsl_program_entry(IWineD3DDevice
*iface
, struct glsl_shader_prog_link
*entry
) {
2783 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2784 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2785 glsl_program_key_t
*key
;
2787 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2788 key
->vshader
= entry
->vshader
;
2789 key
->pshader
= entry
->pshader
;
2790 hash_table_remove(This
->glsl_program_lookup
, key
);
2792 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
2793 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
2794 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
2795 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
2796 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
2797 HeapFree(GetProcessHeap(), 0, entry
);
2800 static void handle_ps3_input(SHADER_BUFFER
*buffer
, semantic
*semantics_in
, semantic
*semantics_out
, WineD3D_GL_Info
*gl_info
, DWORD
*map
) {
2802 DWORD usage_token
, usage_token_out
;
2803 DWORD register_token
, register_token_out
;
2804 DWORD usage
, usage_idx
, usage_out
, usage_idx_out
;
2806 char reg_mask
[6], reg_mask_out
[6];
2808 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (GL_LIMITS(glsl_varyings
) / 4));
2810 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
2811 usage_token
= semantics_in
[i
].usage
;
2812 if (!usage_token
) continue;
2813 if(map
[i
] >= (GL_LIMITS(glsl_varyings
) / 4)) {
2814 FIXME("More input varyings declared than supported, expect issues\n");
2816 } else if(map
[i
] == -1) {
2817 /* Declared, but not read register */
2820 register_token
= semantics_in
[i
].reg
;
2822 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2823 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2824 set
[map
[i
]] = shader_glsl_get_write_mask(register_token
, reg_mask
);
2826 if(!semantics_out
) {
2828 case WINED3DDECLUSAGE_COLOR
:
2830 shader_addline(buffer
, "IN[%u]%s = gl_FrontColor%s;\n",
2831 map
[i
], reg_mask
, reg_mask
);
2832 else if (usage_idx
== 1)
2833 shader_addline(buffer
, "IN[%u]%s = gl_FrontSecondaryColor%s;\n",
2834 map
[i
], reg_mask
, reg_mask
);
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
);
2840 case WINED3DDECLUSAGE_TEXCOORD
:
2841 if (usage_idx
< 8) {
2842 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2843 map
[i
], reg_mask
, usage_idx
, reg_mask
);
2845 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2846 map
[i
], reg_mask
, reg_mask
);
2850 case WINED3DDECLUSAGE_FOG
:
2851 shader_addline(buffer
, "IN[%u]%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
2852 map
[i
], reg_mask
, reg_mask
);
2856 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2857 map
[i
], reg_mask
, reg_mask
);
2861 for(j
= 0; j
< MAX_REG_OUTPUT
; j
++) {
2862 usage_token_out
= semantics_out
[j
].usage
;
2863 if (!usage_token_out
) continue;
2864 register_token_out
= semantics_out
[j
].reg
;
2866 usage_out
= (usage_token_out
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2867 usage_idx_out
= (usage_token_out
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2868 shader_glsl_get_write_mask(register_token_out
, reg_mask_out
);
2870 if(usage
== usage_out
&&
2871 usage_idx
== usage_idx_out
) {
2872 shader_addline(buffer
, "IN[%u]%s = OUT[%u]%s;\n",
2873 map
[i
], reg_mask
, j
, reg_mask
);
2878 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2879 map
[i
], reg_mask
, reg_mask
);
2884 /* This is solely to make the compiler / linker happy and avoid warning about undefined
2885 * varyings. It shouldn't result in any real code executed on the GPU, since all read
2886 * input varyings are assigned above, if the optimizer works properly.
2888 for(i
= 0; i
< GL_LIMITS(glsl_varyings
) / 4; i
++) {
2889 if(set
[i
] != WINED3DSP_WRITEMASK_ALL
) {
2890 unsigned int size
= 0;
2891 memset(reg_mask
, 0, sizeof(reg_mask
));
2892 if(!(set
[i
] & WINED3DSP_WRITEMASK_0
)) {
2893 reg_mask
[size
] = 'x';
2896 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
2897 reg_mask
[size
] = 'y';
2900 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
2901 reg_mask
[size
] = 'z';
2904 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
2905 reg_mask
[size
] = 'w';
2910 shader_addline(buffer
, "IN[%u].%s = 0.0;\n", i
, reg_mask
);
2913 shader_addline(buffer
, "IN[%u].%s = vec2(0.0, 0.0);\n", i
, reg_mask
);
2916 shader_addline(buffer
, "IN[%u].%s = vec3(0.0, 0.0, 0.0);\n", i
, reg_mask
);
2919 shader_addline(buffer
, "IN[%u].%s = vec4(0.0, 0.0, 0.0, 0.0);\n", i
, reg_mask
);
2925 HeapFree(GetProcessHeap(), 0, set
);
2928 static GLhandleARB
generate_param_reorder_function(IWineD3DVertexShader
*vertexshader
,
2929 IWineD3DPixelShader
*pixelshader
,
2930 WineD3D_GL_Info
*gl_info
) {
2931 GLhandleARB ret
= 0;
2932 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) vertexshader
;
2933 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pixelshader
;
2934 DWORD vs_major
= vs
? WINED3DSHADER_VERSION_MAJOR(vs
->baseShader
.hex_version
) : 0;
2935 DWORD ps_major
= ps
? WINED3DSHADER_VERSION_MAJOR(ps
->baseShader
.hex_version
) : 0;
2937 SHADER_BUFFER buffer
;
2939 DWORD register_token
;
2940 DWORD usage
, usage_idx
, writemask
;
2942 semantic
*semantics_out
, *semantics_in
;
2944 buffer
.buffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, SHADER_PGMSIZE
);
2947 buffer
.newline
= TRUE
;
2949 if(vs_major
< 3 && ps_major
< 3) {
2950 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
2951 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
2953 if((GLINFO_LOCATION
).set_texcoord_w
&& ps_major
== 0 && vs_major
> 0) {
2954 shader_addline(&buffer
, "void order_ps_input() {\n");
2955 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
2956 if(vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
2957 vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
2958 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", i
);
2961 shader_addline(&buffer
, "}\n");
2963 shader_addline(&buffer
, "void order_ps_input() { /* do nothing */ }\n");
2965 } else if(ps_major
< 3 && vs_major
>= 3) {
2966 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
2967 semantics_out
= vs
->semantics_out
;
2969 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
2970 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
2971 usage_token
= semantics_out
[i
].usage
;
2972 if (!usage_token
) continue;
2973 register_token
= semantics_out
[i
].reg
;
2975 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2976 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2977 writemask
= shader_glsl_get_write_mask(register_token
, reg_mask
);
2980 case WINED3DDECLUSAGE_COLOR
:
2982 shader_addline(&buffer
, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
2983 else if (usage_idx
== 1)
2984 shader_addline(&buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
2987 case WINED3DDECLUSAGE_POSITION
:
2988 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
2991 case WINED3DDECLUSAGE_TEXCOORD
:
2992 if (usage_idx
< 8) {
2993 if(!(GLINFO_LOCATION
).set_texcoord_w
|| ps_major
> 0) writemask
|= WINED3DSP_WRITEMASK_3
;
2995 shader_addline(&buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
2996 usage_idx
, reg_mask
, i
, reg_mask
);
2997 if(!(writemask
& WINED3DSP_WRITEMASK_3
)) {
2998 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", usage_idx
);
3003 case WINED3DDECLUSAGE_PSIZE
:
3004 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3007 case WINED3DDECLUSAGE_FOG
:
3008 shader_addline(&buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
3015 shader_addline(&buffer
, "}\n");
3017 } else if(ps_major
>= 3 && vs_major
>= 3) {
3018 semantics_out
= vs
->semantics_out
;
3019 semantics_in
= ps
->semantics_in
;
3021 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3022 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3023 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3025 /* First, sort out position and point size. Those are not passed to the pixel shader */
3026 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
3027 usage_token
= semantics_out
[i
].usage
;
3028 if (!usage_token
) continue;
3029 register_token
= semantics_out
[i
].reg
;
3031 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
3032 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
3033 shader_glsl_get_write_mask(register_token
, reg_mask
);
3036 case WINED3DDECLUSAGE_POSITION
:
3037 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3040 case WINED3DDECLUSAGE_PSIZE
:
3041 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3049 /* Then, fix the pixel shader input */
3050 handle_ps3_input(&buffer
, semantics_in
, semantics_out
, gl_info
, ps
->input_reg_map
);
3052 shader_addline(&buffer
, "}\n");
3053 } else if(ps_major
>= 3 && vs_major
< 3) {
3054 semantics_in
= ps
->semantics_in
;
3056 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3057 shader_addline(&buffer
, "void order_ps_input() {\n");
3058 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3059 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3060 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3062 handle_ps3_input(&buffer
, semantics_in
, NULL
, gl_info
, ps
->input_reg_map
);
3063 shader_addline(&buffer
, "}\n");
3065 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major
, ps_major
);
3068 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3069 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3070 GL_EXTCALL(glShaderSourceARB(ret
, 1, (const char**)&buffer
.buffer
, NULL
));
3071 checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
3072 GL_EXTCALL(glCompileShaderARB(ret
));
3073 checkGLcall("glCompileShaderARB(ret)");
3075 HeapFree(GetProcessHeap(), 0, buffer
.buffer
);
3079 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3080 * It sets the programId on the current StateBlock (because it should be called
3081 * inside of the DrawPrimitive() part of the render loop).
3083 * If a program for the given combination does not exist, create one, and store
3084 * the program in the hash table. If it creates a program, it will link the
3085 * given objects, too.
3087 static void set_glsl_shader_program(IWineD3DDevice
*iface
, BOOL use_ps
, BOOL use_vs
) {
3088 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3089 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3090 IWineD3DPixelShader
*pshader
= This
->stateBlock
->pixelShader
;
3091 IWineD3DVertexShader
*vshader
= This
->stateBlock
->vertexShader
;
3092 struct glsl_shader_prog_link
*entry
= NULL
;
3093 GLhandleARB programId
= 0;
3094 GLhandleARB reorder_shader_id
= 0;
3098 GLhandleARB vshader_id
= use_vs
? ((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.prgId
: 0;
3099 GLhandleARB pshader_id
= use_ps
? ((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.prgId
: 0;
3100 entry
= get_glsl_program_entry(This
, vshader_id
, pshader_id
);
3102 This
->stateBlock
->glsl_program
= entry
;
3106 /* If we get to this point, then no matching program exists, so we create one */
3107 programId
= GL_EXTCALL(glCreateProgramObjectARB());
3108 TRACE("Created new GLSL shader program %u\n", programId
);
3110 /* Create the entry */
3111 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
3112 entry
->programId
= programId
;
3113 entry
->vshader
= vshader_id
;
3114 entry
->pshader
= pshader_id
;
3115 /* Add the hash table entry */
3116 add_glsl_program_entry(This
, entry
);
3118 /* Set the current program */
3119 This
->stateBlock
->glsl_program
= entry
;
3121 /* Attach GLSL vshader */
3123 int max_attribs
= 16; /* TODO: Will this always be the case? It is at the moment... */
3126 reorder_shader_id
= generate_param_reorder_function(vshader
, pshader
, gl_info
);
3127 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
3128 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
3129 checkGLcall("glAttachObjectARB");
3130 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3133 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
3135 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
3136 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
3137 checkGLcall("glAttachObjectARB");
3139 /* Bind vertex attributes to a corresponding index number to match
3140 * the same index numbers as ARB_vertex_programs (makes loading
3141 * vertex attributes simpler). With this method, we can use the
3142 * exact same code to load the attributes later for both ARB and
3145 * We have to do this here because we need to know the Program ID
3146 * in order to make the bindings work, and it has to be done prior
3147 * to linking the GLSL program. */
3148 for (i
= 0; i
< max_attribs
; ++i
) {
3149 if (((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.attributes
[i
]) {
3150 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%i", i
);
3151 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
3154 checkGLcall("glBindAttribLocationARB");
3156 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
3159 /* Attach GLSL pshader */
3161 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
3162 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
3163 checkGLcall("glAttachObjectARB");
3165 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
3168 /* Link the program */
3169 TRACE("Linking GLSL shader program %u\n", programId
);
3170 GL_EXTCALL(glLinkProgramARB(programId
));
3171 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
3173 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
3174 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
3175 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
3176 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3178 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3179 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
3180 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3182 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
3183 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
3184 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
3185 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3187 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3188 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
3189 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3193 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*)pshader
)->numbumpenvmatconsts
; i
++) {
3195 sprintf(name
, "bumpenvmat%d", ((IWineD3DPixelShaderImpl
*)pshader
)->bumpenvmatconst
[i
].texunit
);
3196 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3197 sprintf(name
, "luminancescale%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3198 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3199 sprintf(name
, "luminanceoffset%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3200 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3205 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
3206 entry
->srgb_comparison_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "srgb_comparison"));
3207 entry
->srgb_mul_low_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "srgb_mul_low"));
3208 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
3209 checkGLcall("Find glsl program uniform locations");
3211 /* Set the shader to allow uniform loading on it */
3212 GL_EXTCALL(glUseProgramObjectARB(programId
));
3213 checkGLcall("glUseProgramObjectARB(programId)");
3215 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3216 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3217 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3218 * vertex shader with fixed function pixel processing is used we make sure that the card
3219 * supports enough samplers to allow the max number of vertex samplers with all possible
3220 * fixed function fragment processing setups. So once the program is linked these samplers
3224 /* Load vertex shader samplers */
3225 shader_glsl_load_vsamplers(gl_info
, (IWineD3DStateBlock
*)This
->stateBlock
, programId
);
3228 /* Load pixel shader samplers */
3229 shader_glsl_load_psamplers(gl_info
, (IWineD3DStateBlock
*)This
->stateBlock
, programId
);
3233 static GLhandleARB
create_glsl_blt_shader(WineD3D_GL_Info
*gl_info
) {
3234 GLhandleARB program_id
;
3235 GLhandleARB vshader_id
, pshader_id
;
3236 const char *blt_vshader
[] = {
3239 " gl_Position = gl_Vertex;\n"
3240 " gl_FrontColor = vec4(1.0);\n"
3241 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
3242 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
3246 const char *blt_pshader
[] = {
3247 "uniform sampler2D sampler;\n"
3250 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3254 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3255 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
3256 GL_EXTCALL(glCompileShaderARB(vshader_id
));
3258 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3259 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, blt_pshader
, NULL
));
3260 GL_EXTCALL(glCompileShaderARB(pshader_id
));
3262 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
3263 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
3264 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
3265 GL_EXTCALL(glLinkProgramARB(program_id
));
3267 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
3269 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3272 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
3273 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
3277 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
3278 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3279 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3280 GLhandleARB program_id
= 0;
3282 if (useVS
|| usePS
) set_glsl_shader_program(iface
, usePS
, useVS
);
3283 else This
->stateBlock
->glsl_program
= NULL
;
3285 program_id
= This
->stateBlock
->glsl_program
? This
->stateBlock
->glsl_program
->programId
: 0;
3286 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3287 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3288 checkGLcall("glUseProgramObjectARB");
3291 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
) {
3292 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3293 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3294 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*) This
->shader_priv
;
3295 static GLhandleARB loc
= -1;
3297 if (!priv
->depth_blt_glsl_program_id
) {
3298 priv
->depth_blt_glsl_program_id
= create_glsl_blt_shader(gl_info
);
3299 loc
= GL_EXTCALL(glGetUniformLocationARB(priv
->depth_blt_glsl_program_id
, "sampler"));
3302 GL_EXTCALL(glUseProgramObjectARB(priv
->depth_blt_glsl_program_id
));
3303 GL_EXTCALL(glUniform1iARB(loc
, 0));
3306 static void shader_glsl_destroy_depth_blt(IWineD3DDevice
*iface
) {
3307 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3308 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*) This
->shader_priv
;
3309 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3311 if(priv
->depth_blt_glsl_program_id
) {
3312 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_glsl_program_id
));
3313 priv
->depth_blt_glsl_program_id
= 0;
3317 static void shader_glsl_cleanup(IWineD3DDevice
*iface
) {
3318 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3319 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3320 GL_EXTCALL(glUseProgramObjectARB(0));
3323 static void shader_glsl_destroy(IWineD3DBaseShader
*iface
) {
3324 struct list
*linked_programs
;
3325 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
3326 WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->adapter
->gl_info
;
3328 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3329 * can be called from IWineD3DBaseShader::Release
3331 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
3333 if(This
->baseShader
.prgId
== 0) return;
3334 linked_programs
= &This
->baseShader
.linked_programs
;
3336 TRACE("Deleting linked programs\n");
3337 if (linked_programs
->next
) {
3338 struct glsl_shader_prog_link
*entry
, *entry2
;
3341 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
3342 delete_glsl_program_entry(This
->baseShader
.device
, entry
);
3345 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
3346 delete_glsl_program_entry(This
->baseShader
.device
, entry
);
3351 TRACE("Deleting shader object %u\n", This
->baseShader
.prgId
);
3352 GL_EXTCALL(glDeleteObjectARB(This
->baseShader
.prgId
));
3353 checkGLcall("glDeleteObjectARB");
3354 This
->baseShader
.prgId
= 0;
3355 This
->baseShader
.is_compiled
= FALSE
;
3358 static unsigned int glsl_program_key_hash(void *key
) {
3359 glsl_program_key_t
*k
= (glsl_program_key_t
*)key
;
3361 unsigned int hash
= k
->vshader
| k
->pshader
<< 16;
3362 hash
+= ~(hash
<< 15);
3363 hash
^= (hash
>> 10);
3364 hash
+= (hash
<< 3);
3365 hash
^= (hash
>> 6);
3366 hash
+= ~(hash
<< 11);
3367 hash
^= (hash
>> 16);
3372 static BOOL
glsl_program_key_compare(void *keya
, void *keyb
) {
3373 glsl_program_key_t
*ka
= (glsl_program_key_t
*)keya
;
3374 glsl_program_key_t
*kb
= (glsl_program_key_t
*)keyb
;
3376 return ka
->vshader
== kb
->vshader
&& ka
->pshader
== kb
->pshader
;
3379 static HRESULT
shader_glsl_alloc(IWineD3DDevice
*iface
) {
3380 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3381 This
->shader_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
3382 This
->glsl_program_lookup
= hash_table_create(&glsl_program_key_hash
, &glsl_program_key_compare
);
3386 static void shader_glsl_free(IWineD3DDevice
*iface
) {
3387 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3388 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
3389 This
->shader_priv
= NULL
;
3392 static BOOL
shader_glsl_dirty_const(IWineD3DDevice
*iface
) {
3393 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3397 static void shader_glsl_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
) {
3398 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
3399 shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
3400 CONST DWORD
*function
= This
->baseShader
.function
;
3401 const char *fragcolor
;
3402 WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3404 /* Create the hw GLSL shader object and assign it as the baseShader.prgId */
3405 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3407 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
3408 shader_addline(buffer
, "#extension GL_ARB_draw_buffers : enable\n");
3410 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
3411 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3412 * drivers write a warning if we don't do so
3414 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
3417 /* Base Declarations */
3418 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
3420 /* Pack 3.0 inputs */
3421 if (This
->baseShader
.hex_version
>= WINED3DPS_VERSION(3,0)) {
3423 if(((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->strided_streams
.u
.s
.position_transformed
) {
3424 This
->vertexprocessing
= pretransformed
;
3425 pshader_glsl_input_pack(buffer
, This
->semantics_in
, iface
);
3426 } else if(!use_vs((IWineD3DDeviceImpl
*) This
->baseShader
.device
)) {
3427 This
->vertexprocessing
= fixedfunction
;
3428 pshader_glsl_input_pack(buffer
, This
->semantics_in
, iface
);
3430 This
->vertexprocessing
= vertexshader
;
3434 /* Base Shader Body */
3435 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
3437 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3438 if (This
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
3439 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3440 if(GL_SUPPORT(ARB_DRAW_BUFFERS
))
3441 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
3443 shader_addline(buffer
, "gl_FragColor = R0;\n");
3446 if(GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
3447 fragcolor
= "gl_FragData[0]";
3449 fragcolor
= "gl_FragColor";
3451 if(This
->srgb_enabled
) {
3452 shader_addline(buffer
, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3453 fragcolor
, srgb_pow
, srgb_pow
, srgb_pow
, srgb_mul_high
, srgb_mul_high
, srgb_mul_high
,
3454 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
3455 shader_addline(buffer
, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor
);
3456 shader_addline(buffer
, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor
, fragcolor
);
3457 shader_addline(buffer
, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor
, fragcolor
);
3458 shader_addline(buffer
, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor
, fragcolor
);
3459 shader_addline(buffer
, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor
, fragcolor
);
3461 /* Pixel shader < 3.0 do not replace the fog stage.
3462 * This implements linear fog computation and blending.
3463 * TODO: non linear fog
3464 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3465 * -1/(e-s) and e/(e-s) respectively.
3467 if(This
->baseShader
.hex_version
< WINED3DPS_VERSION(3,0)) {
3468 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
3469 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
3472 shader_addline(buffer
, "}\n");
3474 TRACE("Compiling shader object %u\n", shader_obj
);
3475 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3476 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3477 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
3479 /* Store the shader object */
3480 This
->baseShader
.prgId
= shader_obj
;
3483 static void shader_glsl_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
) {
3484 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
3485 shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
3486 CONST DWORD
*function
= This
->baseShader
.function
;
3487 WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3489 /* Create the hw GLSL shader program and assign it as the baseShader.prgId */
3490 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3492 /* Base Declarations */
3493 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
3495 /* Base Shader Body */
3496 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
3498 /* Unpack 3.0 outputs */
3499 if (This
->baseShader
.hex_version
>= WINED3DVS_VERSION(3,0)) {
3500 shader_addline(buffer
, "order_ps_input(OUT);\n");
3502 shader_addline(buffer
, "order_ps_input();\n");
3505 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
3507 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
3509 /* Write the final position.
3511 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3512 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3513 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3514 * contains 1.0 to allow a mad.
3516 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3517 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3519 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3521 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3522 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3523 * which is the same as z = z / 2 - w.
3525 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3527 shader_addline(buffer
, "}\n");
3529 TRACE("Compiling shader object %u\n", shader_obj
);
3530 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3531 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3532 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
3534 /* Store the shader object */
3535 This
->baseShader
.prgId
= shader_obj
;
3538 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype
, WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
) {
3539 /* We don't have a GLSL fixed function pipeline yet, so let the none backend set its caps,
3540 * then overwrite the shader specific ones
3542 none_shader_backend
.shader_get_caps(devtype
, gl_info
, pCaps
);
3544 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
3545 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
3546 * vs_nv_version which is based on NV_vertex_program.
3547 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
3548 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
3549 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
3550 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
3552 if((GLINFO_LOCATION
.vs_nv_version
== VS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
3553 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
3555 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
3556 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps
->VertexShaderVersion
>> 8) & 0xff, pCaps
->VertexShaderVersion
& 0xff);
3557 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
3559 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
3560 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
3561 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
3562 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
3563 * in max native instructions. Intel and others also offer the info in this extension but they
3564 * don't support GLSL (at least on Windows).
3566 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
3567 * of instructions is 512 or less we have to do with ps2.0 hardware.
3568 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
3570 if((GLINFO_LOCATION
.ps_nv_version
== PS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
3571 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
3573 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
3575 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
3576 * Direct3D minimum requirement.
3578 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
3579 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
3581 * The problem is that the refrast clamps temporary results in the shader to
3582 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
3583 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
3584 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
3585 * offer a way to query this.
3587 pCaps
->PixelShader1xMaxValue
= 8.0;
3588 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps
->PixelShaderVersion
>> 8) & 0xff, pCaps
->PixelShaderVersion
& 0xff);
3591 static void shader_glsl_load_init(void) {}
3593 static void shader_glsl_fragment_enable(IWineD3DDevice
*iface
, BOOL enable
) {
3594 none_shader_backend
.shader_fragment_enable(iface
, enable
);
3597 const shader_backend_t glsl_shader_backend
= {
3598 &shader_glsl_select
,
3599 &shader_glsl_select_depth_blt
,
3600 &shader_glsl_destroy_depth_blt
,
3601 &shader_glsl_load_constants
,
3602 &shader_glsl_cleanup
,
3603 &shader_glsl_color_correction
,
3604 &shader_glsl_destroy
,
3607 &shader_glsl_dirty_const
,
3608 &shader_glsl_generate_pshader
,
3609 &shader_glsl_generate_vshader
,
3610 &shader_glsl_get_caps
,
3611 &shader_glsl_load_init
,
3612 &shader_glsl_fragment_enable
,