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 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)deviceImpl
->shader_priv
;
373 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
374 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
376 GLhandleARB
*constant_locations
;
377 struct list
*constant_list
;
378 GLhandleARB programId
;
379 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
383 /* No GLSL program set - nothing to do. */
386 programId
= prog
->programId
;
388 if (useVertexShader
) {
389 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
391 constant_locations
= prog
->vuniformF_locations
;
392 constant_list
= &stateBlock
->set_vconstantsF
;
394 /* Load DirectX 9 float constants/uniforms for vertex shader */
395 shader_glsl_load_constantsF(vshader
, gl_info
, GL_LIMITS(vshader_constantsF
),
396 stateBlock
->vertexShaderConstantF
, constant_locations
, constant_list
);
398 /* Load DirectX 9 integer constants/uniforms for vertex shader */
399 shader_glsl_load_constantsI(vshader
, gl_info
, programId
,
400 prog
->vuniformI_locations
, MAX_CONST_I
,
401 stateBlock
->vertexShaderConstantI
,
402 stateBlock
->changed
.vertexShaderConstantsI
);
404 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
405 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, MAX_CONST_B
,
406 stateBlock
->vertexShaderConstantB
,
407 stateBlock
->changed
.vertexShaderConstantsB
);
409 /* Upload the position fixup params */
410 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, &deviceImpl
->posFixup
[0]));
411 checkGLcall("glUniform4fvARB");
414 if (usePixelShader
) {
416 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
418 constant_locations
= prog
->puniformF_locations
;
419 constant_list
= &stateBlock
->set_pconstantsF
;
421 /* Load DirectX 9 float constants/uniforms for pixel shader */
422 shader_glsl_load_constantsF(pshader
, gl_info
, GL_LIMITS(pshader_constantsF
),
423 stateBlock
->pixelShaderConstantF
, constant_locations
, constant_list
);
425 /* Load DirectX 9 integer constants/uniforms for pixel shader */
426 shader_glsl_load_constantsI(pshader
, gl_info
, programId
,
427 prog
->puniformI_locations
, MAX_CONST_I
,
428 stateBlock
->pixelShaderConstantI
,
429 stateBlock
->changed
.pixelShaderConstantsI
);
431 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
432 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, MAX_CONST_B
,
433 stateBlock
->pixelShaderConstantB
,
434 stateBlock
->changed
.pixelShaderConstantsB
);
436 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
437 * It can't be 0 for a valid texbem instruction.
439 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*) pshader
)->numbumpenvmatconsts
; i
++) {
440 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pshader
;
441 int stage
= ps
->luminanceconst
[i
].texunit
;
443 float *data
= (float *) &stateBlock
->textureState
[(int) ps
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
444 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
445 checkGLcall("glUniformMatrix2fvARB");
447 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
448 * is set too, so we can check that in the needsbumpmat check
450 if(ps
->baseShader
.reg_maps
.luminanceparams
[stage
]) {
451 GLfloat
*scale
= (GLfloat
*) &stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
];
452 GLfloat
*offset
= (GLfloat
*) &stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
];
454 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
455 checkGLcall("glUniform1fvARB");
456 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
457 checkGLcall("glUniform1fvARB");
461 if(((IWineD3DPixelShaderImpl
*) pshader
)->srgb_enabled
&&
462 !((IWineD3DPixelShaderImpl
*) pshader
)->srgb_mode_hardcoded
) {
466 if(stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
467 comparison
[0] = srgb_cmp
; comparison
[1] = srgb_cmp
;
468 comparison
[2] = srgb_cmp
; comparison
[3] = srgb_cmp
;
470 mul_low
[0] = srgb_mul_low
; mul_low
[1] = srgb_mul_low
;
471 mul_low
[2] = srgb_mul_low
; mul_low
[3] = srgb_mul_low
;
473 comparison
[0] = 1.0 / 0.0; comparison
[1] = 1.0 / 0.0;
474 comparison
[2] = 1.0 / 0.0; comparison
[3] = 1.0 / 0.0;
476 mul_low
[0] = 1.0; mul_low
[1] = 1.0;
477 mul_low
[2] = 1.0; mul_low
[3] = 1.0;
480 GL_EXTCALL(glUniform4fvARB(prog
->srgb_comparison_location
, 1, comparison
));
481 GL_EXTCALL(glUniform4fvARB(prog
->srgb_mul_low_location
, 1, mul_low
));
483 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
484 float correction_params
[4];
485 if(deviceImpl
->render_offscreen
) {
486 correction_params
[0] = 0.0;
487 correction_params
[1] = 1.0;
489 /* position is window relative, not viewport relative */
490 correction_params
[0] = ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
491 correction_params
[1] = -1.0;
493 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
498 /** Generate the variable & register declarations for the GLSL output target */
499 void shader_generate_glsl_declarations(
500 IWineD3DBaseShader
*iface
,
501 shader_reg_maps
* reg_maps
,
502 SHADER_BUFFER
* buffer
,
503 WineD3D_GL_Info
* gl_info
) {
505 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
506 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
508 unsigned int extra_constants_needed
= 0;
509 local_constant
* lconst
;
511 /* There are some minor differences between pixel and vertex shaders */
512 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
513 char prefix
= pshader
? 'P' : 'V';
515 /* Prototype the subroutines */
516 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
517 if (reg_maps
->labels
[i
])
518 shader_addline(buffer
, "void subroutine%u();\n", i
);
521 /* Declare the constants (aka uniforms) */
522 if (This
->baseShader
.limits
.constant_float
> 0) {
523 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
524 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
525 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
528 if (This
->baseShader
.limits
.constant_int
> 0)
529 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
531 if (This
->baseShader
.limits
.constant_bool
> 0)
532 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
535 shader_addline(buffer
, "uniform vec4 posFixup;\n");
536 /* Predeclaration; This function is added at link time based on the pixel shader.
537 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
538 * that. We know the input to the reorder function at vertex shader compile time, so
539 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
540 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
541 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
542 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
543 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
546 if(This
->baseShader
.hex_version
>= WINED3DVS_VERSION(3, 0)) {
547 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
549 shader_addline(buffer
, "void order_ps_input();\n");
552 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
554 ps_impl
->numbumpenvmatconsts
= 0;
555 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
556 if(!reg_maps
->bumpmat
[i
]) {
560 ps_impl
->bumpenvmatconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
561 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
563 if(reg_maps
->luminanceparams
) {
564 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
565 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
566 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
567 extra_constants_needed
++;
569 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= -1;
572 extra_constants_needed
++;
573 ps_impl
->numbumpenvmatconsts
++;
576 if(device
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
577 ps_impl
->srgb_enabled
= 1;
578 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
579 shader_addline(buffer
, "uniform vec4 srgb_mul_low;\n");
580 shader_addline(buffer
, "uniform vec4 srgb_comparison;\n");
581 ps_impl
->srgb_mode_hardcoded
= 0;
582 extra_constants_needed
++;
584 ps_impl
->srgb_mode_hardcoded
= 1;
585 shader_addline(buffer
, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
586 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
587 shader_addline(buffer
, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
588 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
591 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
593 /* Do not write any srgb fixup into the shader to save shader size and processing time.
594 * As a consequence, we can't toggle srgb write on without recompilation
596 ps_impl
->srgb_enabled
= 0;
597 ps_impl
->srgb_mode_hardcoded
= 1;
599 if(reg_maps
->vpos
|| reg_maps
->usesdsy
) {
600 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
601 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
602 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
603 extra_constants_needed
++;
605 /* This happens because we do not have proper tracking of the constant registers that are
606 * actually used, only the max limit of the shader version
608 FIXME("Cannot find a free uniform for vpos correction params\n");
609 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
610 device
->render_offscreen
? 0.0 : ((IWineD3DSurfaceImpl
*) device
->render_targets
[0])->currentDesc
.Height
,
611 device
->render_offscreen
? 1.0 : -1.0);
613 shader_addline(buffer
, "vec4 vpos;\n");
617 /* Declare texture samplers */
618 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
619 if (reg_maps
->samplers
[i
]) {
621 DWORD stype
= reg_maps
->samplers
[i
] & WINED3DSP_TEXTURETYPE_MASK
;
625 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
628 if(device
->stateBlock
->textures
[i
] &&
629 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[i
]) == GL_TEXTURE_RECTANGLE_ARB
) {
630 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
632 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
635 case WINED3DSTT_CUBE
:
636 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
638 case WINED3DSTT_VOLUME
:
639 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
642 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
643 FIXME("Unrecognized sampler type: %#x\n", stype
);
649 /* Declare address variables */
650 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
651 if (reg_maps
->address
[i
])
652 shader_addline(buffer
, "ivec4 A%d;\n", i
);
655 /* Declare texture coordinate temporaries and initialize them */
656 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
657 if (reg_maps
->texcoord
[i
])
658 shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
661 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
662 * helper function shader that is linked in at link time
664 if(pshader
&& This
->baseShader
.hex_version
>= WINED3DPS_VERSION(3, 0)) {
666 shader_addline(buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
668 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
669 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
670 * pixel shader that reads the fixed function color into the packed input registers.
672 shader_addline(buffer
, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
676 /* Declare output register temporaries */
677 if(This
->baseShader
.limits
.packed_output
) {
678 shader_addline(buffer
, "vec4 OUT[%u];\n", This
->baseShader
.limits
.packed_output
);
681 /* Declare temporary variables */
682 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
683 if (reg_maps
->temporary
[i
])
684 shader_addline(buffer
, "vec4 R%u;\n", i
);
687 /* Declare attributes */
688 for (i
= 0; i
< This
->baseShader
.limits
.attributes
; i
++) {
689 if (reg_maps
->attributes
[i
])
690 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
693 /* Declare loop registers aLx */
694 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
695 shader_addline(buffer
, "int aL%u;\n", i
);
696 shader_addline(buffer
, "int tmpInt%u;\n", i
);
699 /* Temporary variables for matrix operations */
700 shader_addline(buffer
, "vec4 tmp0;\n");
701 shader_addline(buffer
, "vec4 tmp1;\n");
703 /* Local constants use a different name so they can be loaded once at shader link time
704 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
705 * float -> string conversion can cause precision loss.
707 if(!This
->baseShader
.load_local_constsF
) {
708 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
709 shader_addline(buffer
, "uniform vec4 %cLC%u;\n", prefix
, lconst
->idx
);
713 /* Start the main program */
714 shader_addline(buffer
, "void main() {\n");
715 if(pshader
&& reg_maps
->vpos
) {
716 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
717 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
718 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
719 * precision troubles when we just substract 0.5.
721 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
723 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
725 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
726 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
727 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
728 * correctly on drivers that returns integer values.
730 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
734 /*****************************************************************************
735 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
737 * For more information, see http://wiki.winehq.org/DirectX-Shaders
738 ****************************************************************************/
741 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
742 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
);
744 /** Used for opcode modifiers - They multiply the result by the specified amount */
745 static const char * const shift_glsl_tab
[] = {
747 "2.0 * ", /* 1 (x2) */
748 "4.0 * ", /* 2 (x4) */
749 "8.0 * ", /* 3 (x8) */
750 "16.0 * ", /* 4 (x16) */
751 "32.0 * ", /* 5 (x32) */
758 "0.0625 * ", /* 12 (d16) */
759 "0.125 * ", /* 13 (d8) */
760 "0.25 * ", /* 14 (d4) */
761 "0.5 * " /* 15 (d2) */
764 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
765 static void shader_glsl_gen_modifier (
768 const char *in_regswizzle
,
773 if (instr
== WINED3DSIO_TEXKILL
)
776 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
777 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
779 case WINED3DSPSM_NONE
:
780 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
782 case WINED3DSPSM_NEG
:
783 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
785 case WINED3DSPSM_NOT
:
786 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
788 case WINED3DSPSM_BIAS
:
789 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
791 case WINED3DSPSM_BIASNEG
:
792 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
794 case WINED3DSPSM_SIGN
:
795 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
797 case WINED3DSPSM_SIGNNEG
:
798 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
800 case WINED3DSPSM_COMP
:
801 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
804 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
806 case WINED3DSPSM_X2NEG
:
807 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
809 case WINED3DSPSM_ABS
:
810 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
812 case WINED3DSPSM_ABSNEG
:
813 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
816 FIXME("Unhandled modifier %u\n", (instr
& WINED3DSP_SRCMOD_MASK
));
817 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
821 /** Writes the GLSL variable name that corresponds to the register that the
822 * DX opcode parameter is trying to access */
823 static void shader_glsl_get_register_name(
825 const DWORD addr_token
,
828 SHADER_OPCODE_ARG
* arg
) {
830 /* oPos, oFog and oPts in D3D */
831 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
833 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
834 DWORD regtype
= shader_get_regtype(param
);
835 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
836 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
837 WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
839 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
845 case WINED3DSPR_TEMP
:
846 sprintf(tmpStr
, "R%u", reg
);
848 case WINED3DSPR_INPUT
:
850 /* Pixel shaders >= 3.0 */
851 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3) {
852 DWORD in_count
= GL_LIMITS(glsl_varyings
) / 4;
854 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
855 glsl_src_param_t rel_param
;
856 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
858 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
861 if(((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[reg
]) {
862 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
) {
863 sprintf(tmpStr
, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
864 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
], in_count
- 1,
865 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
], in_count
,
866 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
]);
868 sprintf(tmpStr
, "IN[%s + %u]", rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
]);
871 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
) {
872 sprintf(tmpStr
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
873 rel_param
.param_str
, in_count
- 1,
874 rel_param
.param_str
, in_count
,
875 rel_param
.param_str
);
877 sprintf(tmpStr
, "IN[%s]", rel_param
.param_str
);
881 DWORD idx
= ((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[reg
];
882 if (idx
== in_count
) {
883 sprintf(tmpStr
, "gl_Color");
884 } else if (idx
== in_count
+ 1) {
885 sprintf(tmpStr
, "gl_SecondaryColor");
887 sprintf(tmpStr
, "IN[%u]", idx
);
892 strcpy(tmpStr
, "gl_Color");
894 strcpy(tmpStr
, "gl_SecondaryColor");
897 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
899 sprintf(tmpStr
, "attrib%u", reg
);
902 case WINED3DSPR_CONST
:
904 const char prefix
= pshader
? 'P':'V';
906 /* Relative addressing */
907 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
909 /* Relative addressing on shaders 2.0+ have a relative address token,
910 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
911 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2) {
912 glsl_src_param_t rel_param
;
913 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
915 sprintf(tmpStr
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, reg
);
917 sprintf(tmpStr
, "%cC[%s]", prefix
, rel_param
.param_str
);
921 sprintf(tmpStr
, "%cC[A0.x + %u]", prefix
, reg
);
923 sprintf(tmpStr
, "%cC[A0.x]", prefix
);
928 if(shader_constant_is_local(This
, reg
)) {
929 sprintf(tmpStr
, "%cLC%u", prefix
, reg
);
931 sprintf(tmpStr
, "%cC[%u]", prefix
, reg
);
937 case WINED3DSPR_CONSTINT
:
939 sprintf(tmpStr
, "PI[%u]", reg
);
941 sprintf(tmpStr
, "VI[%u]", reg
);
943 case WINED3DSPR_CONSTBOOL
:
945 sprintf(tmpStr
, "PB[%u]", reg
);
947 sprintf(tmpStr
, "VB[%u]", reg
);
949 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
951 sprintf(tmpStr
, "T%u", reg
);
953 sprintf(tmpStr
, "A%u", reg
);
956 case WINED3DSPR_LOOP
:
957 sprintf(tmpStr
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
959 case WINED3DSPR_SAMPLER
:
961 sprintf(tmpStr
, "Psampler%u", reg
);
963 sprintf(tmpStr
, "Vsampler%u", reg
);
965 case WINED3DSPR_COLOROUT
:
966 if (reg
>= GL_LIMITS(buffers
)) {
967 WARN("Write to render target %u, only %d supported\n", reg
, 4);
969 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
970 sprintf(tmpStr
, "gl_FragData[%u]", reg
);
971 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
972 sprintf(tmpStr
, "gl_FragColor");
975 case WINED3DSPR_RASTOUT
:
976 sprintf(tmpStr
, "%s", hwrastout_reg_names
[reg
]);
978 case WINED3DSPR_DEPTHOUT
:
979 sprintf(tmpStr
, "gl_FragDepth");
981 case WINED3DSPR_ATTROUT
:
983 sprintf(tmpStr
, "gl_FrontColor");
985 sprintf(tmpStr
, "gl_FrontSecondaryColor");
988 case WINED3DSPR_TEXCRDOUT
:
989 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
990 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
991 sprintf(tmpStr
, "OUT[%u]", reg
);
993 sprintf(tmpStr
, "gl_TexCoord[%u]", reg
);
995 case WINED3DSPR_MISCTYPE
:
998 sprintf(tmpStr
, "vpos");
999 } else if (reg
== 1){
1000 /* Note that gl_FrontFacing is a bool, while vFace is
1001 * a float for which the sign determines front/back
1003 sprintf(tmpStr
, "(gl_FrontFacing ? 1.0 : -1.0)");
1005 FIXME("Unhandled misctype register %d\n", reg
);
1006 sprintf(tmpStr
, "unrecognized_register");
1010 FIXME("Unhandled register name Type(%d)\n", regtype
);
1011 sprintf(tmpStr
, "unrecognized_register");
1015 strcat(regstr
, tmpStr
);
1018 /* Get the GLSL write mask for the destination register */
1019 static DWORD
shader_glsl_get_write_mask(const DWORD param
, char *write_mask
) {
1020 char *ptr
= write_mask
;
1021 DWORD mask
= param
& WINED3DSP_WRITEMASK_ALL
;
1023 if (shader_is_scalar(param
)) {
1024 mask
= WINED3DSP_WRITEMASK_0
;
1027 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
1028 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
1029 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
1030 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
1038 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1039 unsigned int size
= 0;
1041 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1042 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1043 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1044 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1049 static void shader_glsl_get_swizzle(const DWORD param
, BOOL fixup
, DWORD mask
, char *swizzle_str
) {
1050 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1051 * but addressed as "rgba". To fix this we need to swap the register's x
1052 * and z components. */
1053 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
1054 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1055 char *ptr
= swizzle_str
;
1057 if (!shader_is_scalar(param
)) {
1059 /* swizzle bits fields: wwzzyyxx */
1060 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = swizzle_chars
[swizzle
& 0x03];
1061 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1062 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1063 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1069 /* From a given parameter token, generate the corresponding GLSL string.
1070 * Also, return the actual register name and swizzle in case the
1071 * caller needs this information as well. */
1072 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
1073 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
) {
1074 BOOL is_color
= FALSE
;
1075 char swizzle_str
[6];
1077 src_param
->reg_name
[0] = '\0';
1078 src_param
->param_str
[0] = '\0';
1079 swizzle_str
[0] = '\0';
1081 shader_glsl_get_register_name(param
, addr_token
, src_param
->reg_name
, &is_color
, arg
);
1083 shader_glsl_get_swizzle(param
, is_color
, mask
, swizzle_str
);
1084 shader_glsl_gen_modifier(param
, src_param
->reg_name
, swizzle_str
, src_param
->param_str
);
1087 /* From a given parameter token, generate the corresponding GLSL string.
1088 * Also, return the actual register name and swizzle in case the
1089 * caller needs this information as well. */
1090 static DWORD
shader_glsl_add_dst_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
1091 const DWORD addr_token
, glsl_dst_param_t
*dst_param
) {
1092 BOOL is_color
= FALSE
;
1094 dst_param
->mask_str
[0] = '\0';
1095 dst_param
->reg_name
[0] = '\0';
1097 shader_glsl_get_register_name(param
, addr_token
, dst_param
->reg_name
, &is_color
, arg
);
1098 return shader_glsl_get_write_mask(param
, dst_param
->mask_str
);
1101 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1102 static DWORD
shader_glsl_append_dst_ext(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
, const DWORD param
) {
1103 glsl_dst_param_t dst_param
;
1107 mask
= shader_glsl_add_dst_param(arg
, param
, arg
->dst_addr
, &dst_param
);
1110 shift
= (param
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1111 shader_addline(buffer
, "%s%s = %s(", dst_param
.reg_name
, dst_param
.mask_str
, shift_glsl_tab
[shift
]);
1117 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1118 static DWORD
shader_glsl_append_dst(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
) {
1119 return shader_glsl_append_dst_ext(buffer
, arg
, arg
->dst
);
1122 /** Process GLSL instruction modifiers */
1123 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
* arg
) {
1125 DWORD mask
= arg
->dst
& WINED3DSP_DSTMOD_MASK
;
1127 if (arg
->opcode
->dst_token
&& mask
!= 0) {
1128 glsl_dst_param_t dst_param
;
1130 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
1132 if (mask
& WINED3DSPDM_SATURATE
) {
1133 /* _SAT means to clamp the value of the register to between 0 and 1 */
1134 shader_addline(arg
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1135 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1137 if (mask
& WINED3DSPDM_MSAMPCENTROID
) {
1138 FIXME("_centroid modifier not handled\n");
1140 if (mask
& WINED3DSPDM_PARTIALPRECISION
) {
1141 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1146 static inline const char* shader_get_comp_op(
1147 const DWORD opcode
) {
1149 DWORD op
= (opcode
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
1151 case COMPARISON_GT
: return ">";
1152 case COMPARISON_EQ
: return "==";
1153 case COMPARISON_GE
: return ">=";
1154 case COMPARISON_LT
: return "<";
1155 case COMPARISON_NE
: return "!=";
1156 case COMPARISON_LE
: return "<=";
1158 FIXME("Unrecognized comparison value: %u\n", op
);
1163 static void shader_glsl_get_sample_function(DWORD sampler_type
, BOOL projected
, BOOL texrect
, glsl_sample_function_t
*sample_function
) {
1164 /* Note that there's no such thing as a projected cube texture. */
1165 switch(sampler_type
) {
1167 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1168 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1172 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1174 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1176 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1178 case WINED3DSTT_CUBE
:
1179 sample_function
->name
= "textureCube";
1180 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1182 case WINED3DSTT_VOLUME
:
1183 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1184 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1187 sample_function
->name
= "";
1188 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1193 static void shader_glsl_color_correction(SHADER_OPCODE_ARG
* arg
) {
1194 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1195 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
1196 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
1197 glsl_dst_param_t dst_param
;
1198 glsl_dst_param_t dst_param2
;
1200 WINED3DFORMAT conversion_group
;
1201 IWineD3DBaseTextureImpl
*texture
;
1202 DWORD mask
, mask_size
;
1204 BOOL recorded
= FALSE
;
1206 DWORD hex_version
= shader
->baseShader
.hex_version
;
1208 switch(arg
->opcode
->opcode
) {
1209 case WINED3DSIO_TEX
:
1210 if (hex_version
< WINED3DPS_VERSION(2,0)) {
1211 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1213 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1217 case WINED3DSIO_TEXLDL
:
1218 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
1221 case WINED3DSIO_TEXDP3TEX
:
1222 case WINED3DSIO_TEXM3x3TEX
:
1223 case WINED3DSIO_TEXM3x3SPEC
:
1224 case WINED3DSIO_TEXM3x3VSPEC
:
1225 case WINED3DSIO_TEXBEM
:
1226 case WINED3DSIO_TEXREG2AR
:
1227 case WINED3DSIO_TEXREG2GB
:
1228 case WINED3DSIO_TEXREG2RGB
:
1229 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1233 /* Not a texture sampling instruction, nothing to do */
1237 texture
= (IWineD3DBaseTextureImpl
*) deviceImpl
->stateBlock
->textures
[sampler_idx
];
1239 fmt
= texture
->resource
.format
;
1240 conversion_group
= texture
->baseTexture
.shader_conversion_group
;
1242 fmt
= WINED3DFMT_UNKNOWN
;
1243 conversion_group
= WINED3DFMT_UNKNOWN
;
1246 /* before doing anything, record the sampler with the format in the format conversion list,
1247 * but check if it's not there already
1249 for(i
= 0; i
< shader
->baseShader
.num_sampled_samplers
; i
++) {
1250 if(shader
->baseShader
.sampled_samplers
[i
] == sampler_idx
) {
1256 shader
->baseShader
.sampled_samplers
[shader
->baseShader
.num_sampled_samplers
] = sampler_idx
;
1257 shader
->baseShader
.num_sampled_samplers
++;
1258 shader
->baseShader
.sampled_format
[sampler_idx
] = conversion_group
;
1262 case WINED3DFMT_V8U8
:
1263 case WINED3DFMT_V16U16
:
1264 if(GL_SUPPORT(NV_TEXTURE_SHADER
) ||
1265 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP
) && fmt
== WINED3DFMT_V8U8
)) {
1266 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
1267 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_2
, &dst_param
);
1268 mask_size
= shader_glsl_get_write_mask_size(mask
);
1269 if(mask_size
>= 3) {
1270 shader_addline(arg
->buffer
, "%s.%c = 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
[3]);
1273 /* Correct the sign, but leave the blue as it is - it was loaded correctly already */
1274 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
,
1275 WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
,
1277 mask_size
= shader_glsl_get_write_mask_size(mask
);
1278 if(mask_size
>= 2) {
1279 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1280 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2],
1281 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2]);
1282 } else if(mask_size
== 1) {
1283 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
[1],
1284 dst_param
.reg_name
, dst_param
.mask_str
[1]);
1289 case WINED3DFMT_X8L8V8U8
:
1290 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1291 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
1292 * and a(X) is always 1.0
1294 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &dst_param
);
1295 mask_size
= shader_glsl_get_write_mask_size(mask
);
1296 if(mask_size
>= 2) {
1297 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1298 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2],
1299 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2]);
1300 } else if(mask_size
== 1) {
1301 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1302 dst_param
.reg_name
, dst_param
.mask_str
[1],
1303 dst_param
.reg_name
, dst_param
.mask_str
[1]);
1308 case WINED3DFMT_L6V5U5
:
1309 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1310 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &dst_param
);
1311 mask_size
= shader_glsl_get_write_mask_size(mask
);
1312 shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_2
, &dst_param2
);
1313 if(mask_size
>= 3) {
1314 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
1315 shader_addline(arg
->buffer
, "tmp0.g = %s.%c;\n",
1316 dst_param
.reg_name
, dst_param
.mask_str
[2]);
1317 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1318 dst_param
.reg_name
, dst_param
.mask_str
[2], dst_param
.mask_str
[1],
1319 dst_param2
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[3]);
1320 shader_addline(arg
->buffer
, "%s.%c = tmp0.g;\n", dst_param
.reg_name
,
1321 dst_param
.mask_str
[3]);
1322 } else if(mask_size
== 2) {
1323 /* This is bad: We have VL, but we need VU */
1324 FIXME("2 components sampled from a converted L6V5U5 texture\n");
1326 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1327 dst_param
.reg_name
, dst_param
.mask_str
[1],
1328 dst_param2
.reg_name
, dst_param
.mask_str
[1]);
1333 case WINED3DFMT_Q8W8V8U8
:
1334 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1335 /* Correct the sign in all channels. The writemask just applies as-is, no
1336 * need for checking the mask size
1338 shader_glsl_add_dst_param(arg
, arg
->dst
,
1339 WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
|
1340 WINED3DSP_WRITEMASK_2
| WINED3DSP_WRITEMASK_3
,
1342 shader_addline(arg
->buffer
, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
,
1343 dst_param
.reg_name
, dst_param
.mask_str
);
1347 /* stupid compiler */
1353 /*****************************************************************************
1355 * Begin processing individual instruction opcodes
1357 ****************************************************************************/
1359 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1360 void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
) {
1361 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1362 SHADER_BUFFER
* buffer
= arg
->buffer
;
1363 glsl_src_param_t src0_param
;
1364 glsl_src_param_t src1_param
;
1368 /* Determine the GLSL operator to use based on the opcode */
1369 switch (curOpcode
->opcode
) {
1370 case WINED3DSIO_MUL
: op
= '*'; break;
1371 case WINED3DSIO_ADD
: op
= '+'; break;
1372 case WINED3DSIO_SUB
: op
= '-'; break;
1375 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1379 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1380 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1381 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1382 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
1385 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1386 void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
) {
1387 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1388 SHADER_BUFFER
* buffer
= arg
->buffer
;
1389 glsl_src_param_t src0_param
;
1392 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1393 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1395 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1396 * shader versions WINED3DSIO_MOVA is used for this. */
1397 if ((WINED3DSHADER_VERSION_MAJOR(shader
->baseShader
.hex_version
) == 1 &&
1398 !shader_is_pshader_version(shader
->baseShader
.hex_version
) &&
1399 shader_get_regtype(arg
->dst
) == WINED3DSPR_ADDR
)) {
1400 /* This is a simple floor() */
1401 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1402 if (mask_size
> 1) {
1403 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
1405 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
1407 } else if(arg
->opcode
->opcode
== WINED3DSIO_MOVA
) {
1408 /* We need to *round* to the nearest int here. */
1409 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1410 if (mask_size
> 1) {
1411 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
);
1413 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1416 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
1420 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1421 void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
) {
1422 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1423 SHADER_BUFFER
* buffer
= arg
->buffer
;
1424 glsl_src_param_t src0_param
;
1425 glsl_src_param_t src1_param
;
1426 DWORD dst_write_mask
, src_write_mask
;
1427 unsigned int dst_size
= 0;
1429 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1430 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1432 /* dp3 works on vec3, dp4 on vec4 */
1433 if (curOpcode
->opcode
== WINED3DSIO_DP4
) {
1434 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
1436 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1439 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_write_mask
, &src0_param
);
1440 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_write_mask
, &src1_param
);
1443 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1445 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1449 /* Note that this instruction has some restrictions. The destination write mask
1450 * can't contain the w component, and the source swizzles have to be .xyzw */
1451 void shader_glsl_cross(SHADER_OPCODE_ARG
*arg
) {
1452 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1453 glsl_src_param_t src0_param
;
1454 glsl_src_param_t src1_param
;
1457 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1458 shader_glsl_append_dst(arg
->buffer
, arg
);
1459 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1460 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
1461 shader_addline(arg
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
1464 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1465 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1466 * GLSL uses the value as-is. */
1467 void shader_glsl_pow(SHADER_OPCODE_ARG
*arg
) {
1468 SHADER_BUFFER
*buffer
= arg
->buffer
;
1469 glsl_src_param_t src0_param
;
1470 glsl_src_param_t src1_param
;
1471 DWORD dst_write_mask
;
1472 unsigned int dst_size
;
1474 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1475 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1477 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1478 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1481 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1483 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1487 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1488 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1489 * GLSL uses the value as-is. */
1490 void shader_glsl_log(SHADER_OPCODE_ARG
*arg
) {
1491 SHADER_BUFFER
*buffer
= arg
->buffer
;
1492 glsl_src_param_t src0_param
;
1493 DWORD dst_write_mask
;
1494 unsigned int dst_size
;
1496 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1497 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1499 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1502 shader_addline(buffer
, "vec%d(log2(abs(%s))));\n", dst_size
, src0_param
.param_str
);
1504 shader_addline(buffer
, "log2(abs(%s)));\n", src0_param
.param_str
);
1508 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1509 void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
) {
1510 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1511 SHADER_BUFFER
* buffer
= arg
->buffer
;
1512 glsl_src_param_t src_param
;
1513 const char *instruction
;
1514 char arguments
[256];
1518 /* Determine the GLSL function to use based on the opcode */
1519 /* TODO: Possibly make this a table for faster lookups */
1520 switch (curOpcode
->opcode
) {
1521 case WINED3DSIO_MIN
: instruction
= "min"; break;
1522 case WINED3DSIO_MAX
: instruction
= "max"; break;
1523 case WINED3DSIO_ABS
: instruction
= "abs"; break;
1524 case WINED3DSIO_FRC
: instruction
= "fract"; break;
1525 case WINED3DSIO_NRM
: instruction
= "normalize"; break;
1526 case WINED3DSIO_LOGP
:
1527 case WINED3DSIO_LOG
: instruction
= "log2"; break;
1528 case WINED3DSIO_EXP
: instruction
= "exp2"; break;
1529 case WINED3DSIO_SGN
: instruction
= "sign"; break;
1530 case WINED3DSIO_DSX
: instruction
= "dFdx"; break;
1531 case WINED3DSIO_DSY
: instruction
= "ycorrection.y * dFdy"; break;
1532 default: instruction
= "";
1533 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1537 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1539 arguments
[0] = '\0';
1540 if (curOpcode
->num_params
> 0) {
1541 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src_param
);
1542 strcat(arguments
, src_param
.param_str
);
1543 for (i
= 2; i
< curOpcode
->num_params
; ++i
) {
1544 strcat(arguments
, ", ");
1545 shader_glsl_add_src_param(arg
, arg
->src
[i
-1], arg
->src_addr
[i
-1], write_mask
, &src_param
);
1546 strcat(arguments
, src_param
.param_str
);
1550 shader_addline(buffer
, "%s(%s));\n", instruction
, arguments
);
1553 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1554 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1555 * dst.x = 2^(floor(src))
1556 * dst.y = src - floor(src)
1557 * dst.z = 2^src (partial precision is allowed, but optional)
1559 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1560 * dst = 2^src; (partial precision is allowed, but optional)
1562 void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
) {
1563 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1564 glsl_src_param_t src_param
;
1566 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
1568 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
1571 shader_addline(arg
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
1572 shader_addline(arg
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
1573 shader_addline(arg
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
1574 shader_addline(arg
->buffer
, "tmp0.w = 1.0;\n");
1576 shader_glsl_append_dst(arg
->buffer
, arg
);
1577 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1578 shader_addline(arg
->buffer
, "tmp0%s);\n", dst_mask
);
1581 unsigned int mask_size
;
1583 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1584 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1586 if (mask_size
> 1) {
1587 shader_addline(arg
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
1589 shader_addline(arg
->buffer
, "exp2(%s));\n", src_param
.param_str
);
1594 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1595 void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
) {
1596 glsl_src_param_t src_param
;
1598 unsigned int mask_size
;
1600 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1601 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1602 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1604 if (mask_size
> 1) {
1605 shader_addline(arg
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_param
.param_str
);
1607 shader_addline(arg
->buffer
, "1.0 / %s);\n", src_param
.param_str
);
1611 void shader_glsl_rsq(SHADER_OPCODE_ARG
* arg
) {
1612 SHADER_BUFFER
* buffer
= arg
->buffer
;
1613 glsl_src_param_t src_param
;
1615 unsigned int mask_size
;
1617 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1618 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1620 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1622 if (mask_size
> 1) {
1623 shader_addline(buffer
, "vec%d(inversesqrt(%s)));\n", mask_size
, src_param
.param_str
);
1625 shader_addline(buffer
, "inversesqrt(%s));\n", src_param
.param_str
);
1629 /** Process signed comparison opcodes in GLSL. */
1630 void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
) {
1631 glsl_src_param_t src0_param
;
1632 glsl_src_param_t src1_param
;
1634 unsigned int mask_size
;
1636 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1637 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1638 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1639 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1641 if (mask_size
> 1) {
1642 const char *compare
;
1644 switch(arg
->opcode
->opcode
) {
1645 case WINED3DSIO_SLT
: compare
= "lessThan"; break;
1646 case WINED3DSIO_SGE
: compare
= "greaterThanEqual"; break;
1647 default: compare
= "";
1648 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1651 shader_addline(arg
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
1652 src0_param
.param_str
, src1_param
.param_str
);
1654 switch(arg
->opcode
->opcode
) {
1655 case WINED3DSIO_SLT
:
1656 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1657 * to return 0.0 but step returns 1.0 because step is not < x
1658 * An alternative is a bvec compare padded with an unused second component.
1659 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1660 * issue. Playing with not() is not possible either because not() does not accept
1663 shader_addline(arg
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n", src0_param
.param_str
, src1_param
.param_str
);
1665 case WINED3DSIO_SGE
:
1666 /* Here we can use the step() function and safe a conditional */
1667 shader_addline(arg
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
1670 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1676 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1677 void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
) {
1678 glsl_src_param_t src0_param
;
1679 glsl_src_param_t src1_param
;
1680 glsl_src_param_t src2_param
;
1681 DWORD write_mask
, cmp_channel
= 0;
1684 BOOL temp_destination
= FALSE
;
1686 if(shader_is_scalar(arg
->src
[0])) {
1687 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1689 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
1690 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1691 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1693 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1694 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1696 DWORD src0reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1697 DWORD src1reg
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1698 DWORD src2reg
= arg
->src
[2] & WINED3DSP_REGNUM_MASK
;
1699 DWORD src0regtype
= shader_get_regtype(arg
->src
[0]);
1700 DWORD src1regtype
= shader_get_regtype(arg
->src
[1]);
1701 DWORD src2regtype
= shader_get_regtype(arg
->src
[2]);
1702 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1703 DWORD dstregtype
= shader_get_regtype(arg
->dst
);
1705 /* Cycle through all source0 channels */
1706 for (i
=0; i
<4; i
++) {
1708 /* Find the destination channels which use the current source0 channel */
1709 for (j
=0; j
<4; j
++) {
1710 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1711 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1712 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1716 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1717 * The first lines may overwrite source parameters of the following lines.
1718 * Deal with that by using a temporary destination register if needed
1720 if((src0reg
== dstreg
&& src0regtype
== dstregtype
) ||
1721 (src1reg
== dstreg
&& src1regtype
== dstregtype
) ||
1722 (src2reg
== dstreg
&& src2regtype
== dstregtype
)) {
1724 write_mask
= shader_glsl_get_write_mask(arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
), mask_char
);
1725 if (!write_mask
) continue;
1726 shader_addline(arg
->buffer
, "tmp0%s = (", mask_char
);
1727 temp_destination
= TRUE
;
1729 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1730 if (!write_mask
) continue;
1733 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1734 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1735 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1737 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1738 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1741 if(temp_destination
) {
1742 shader_glsl_get_write_mask(arg
->dst
, mask_char
);
1743 shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
);
1744 shader_addline(arg
->buffer
, "tmp0%s);\n", mask_char
);
1750 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1751 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1752 * the compare is done per component of src0. */
1753 void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
) {
1754 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1755 glsl_src_param_t src0_param
;
1756 glsl_src_param_t src1_param
;
1757 glsl_src_param_t src2_param
;
1758 DWORD write_mask
, cmp_channel
= 0;
1761 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(1, 4)) {
1762 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1763 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1764 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1765 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1767 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1768 if(arg
->opcode_token
& WINED3DSI_COISSUE
) {
1769 shader_addline(arg
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
1771 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1772 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1776 /* Cycle through all source0 channels */
1777 for (i
=0; i
<4; i
++) {
1779 /* Find the destination channels which use the current source0 channel */
1780 for (j
=0; j
<4; j
++) {
1781 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1782 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1783 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1786 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1787 if (!write_mask
) continue;
1789 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1790 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1791 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1793 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1794 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1798 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1799 void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
) {
1800 glsl_src_param_t src0_param
;
1801 glsl_src_param_t src1_param
;
1802 glsl_src_param_t src2_param
;
1805 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1806 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1807 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1808 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1809 shader_addline(arg
->buffer
, "(%s * %s) + %s);\n",
1810 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1813 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1814 Vertex shaders to GLSL codes */
1815 void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
) {
1817 int nComponents
= 0;
1818 SHADER_OPCODE_ARG tmpArg
;
1820 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1822 /* Set constants for the temporary argument */
1823 tmpArg
.shader
= arg
->shader
;
1824 tmpArg
.buffer
= arg
->buffer
;
1825 tmpArg
.src
[0] = arg
->src
[0];
1826 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1827 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1828 tmpArg
.reg_maps
= arg
->reg_maps
;
1830 switch(arg
->opcode
->opcode
) {
1831 case WINED3DSIO_M4x4
:
1833 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1835 case WINED3DSIO_M4x3
:
1837 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1839 case WINED3DSIO_M3x4
:
1841 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1843 case WINED3DSIO_M3x3
:
1845 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1847 case WINED3DSIO_M3x2
:
1849 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1855 for (i
= 0; i
< nComponents
; i
++) {
1856 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1857 tmpArg
.src
[1] = arg
->src
[1]+i
;
1858 shader_glsl_dot(&tmpArg
);
1863 The LRP instruction performs a component-wise linear interpolation
1864 between the second and third operands using the first operand as the
1865 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1866 This is equivalent to mix(src2, src1, src0);
1868 void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
) {
1869 glsl_src_param_t src0_param
;
1870 glsl_src_param_t src1_param
;
1871 glsl_src_param_t src2_param
;
1874 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1876 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1877 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1878 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1880 shader_addline(arg
->buffer
, "mix(%s, %s, %s));\n",
1881 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
1884 /** Process the WINED3DSIO_LIT instruction in GLSL:
1885 * dst.x = dst.w = 1.0
1886 * dst.y = (src0.x > 0) ? src0.x
1887 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1888 * where src.w is clamped at +- 128
1890 void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
) {
1891 glsl_src_param_t src0_param
;
1892 glsl_src_param_t src1_param
;
1893 glsl_src_param_t src3_param
;
1896 shader_glsl_append_dst(arg
->buffer
, arg
);
1897 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1899 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1900 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
1901 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
1903 /* The sdk specifies the instruction like this
1905 * if(src.x > 0.0) dst.y = src.x
1907 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
1911 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
1912 * dst.x = 1.0 ... No further explanation needed
1913 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
1914 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
1915 * dst.w = 1.0. ... Nothing fancy.
1917 * So we still have one conditional in there. So do this:
1918 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
1920 * 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),
1921 * 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.
1922 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
1924 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",
1925 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
1928 /** Process the WINED3DSIO_DST instruction in GLSL:
1930 * dst.y = src0.x * src0.y
1934 void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
) {
1935 glsl_src_param_t src0y_param
;
1936 glsl_src_param_t src0z_param
;
1937 glsl_src_param_t src1y_param
;
1938 glsl_src_param_t src1w_param
;
1941 shader_glsl_append_dst(arg
->buffer
, arg
);
1942 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1944 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
1945 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
1946 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
1947 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
1949 shader_addline(arg
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1950 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
1953 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1954 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1955 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1957 * dst.x = cos(src0.?)
1958 * dst.y = sin(src0.?)
1962 void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
) {
1963 glsl_src_param_t src0_param
;
1966 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1967 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1969 switch (write_mask
) {
1970 case WINED3DSP_WRITEMASK_0
:
1971 shader_addline(arg
->buffer
, "cos(%s));\n", src0_param
.param_str
);
1974 case WINED3DSP_WRITEMASK_1
:
1975 shader_addline(arg
->buffer
, "sin(%s));\n", src0_param
.param_str
);
1978 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
1979 shader_addline(arg
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1983 ERR("Write mask should be .x, .y or .xy\n");
1988 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1989 * Start a for() loop where src1.y is the initial value of aL,
1990 * increment aL by src1.z for a total of src1.x iterations.
1991 * Need to use a temporary variable for this operation.
1993 /* FIXME: I don't think nested loops will work correctly this way. */
1994 void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
) {
1995 glsl_src_param_t src1_param
;
1996 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1997 DWORD regtype
= shader_get_regtype(arg
->src
[1]);
1998 DWORD reg
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1999 const DWORD
*control_values
= NULL
;
2000 local_constant
*constant
;
2002 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
2004 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2005 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2006 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2009 if(regtype
== WINED3DSPR_CONSTINT
) {
2010 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
2011 if(constant
->idx
== reg
) {
2012 control_values
= constant
->value
;
2018 if(control_values
) {
2019 if(control_values
[2] > 0) {
2020 shader_addline(arg
->buffer
, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2021 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2022 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2023 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2024 } else if(control_values
[2] == 0) {
2025 shader_addline(arg
->buffer
, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2026 shader
->baseShader
.cur_loop_depth
, control_values
[1], shader
->baseShader
.cur_loop_depth
,
2027 shader
->baseShader
.cur_loop_depth
, control_values
[0],
2028 shader
->baseShader
.cur_loop_depth
);
2030 shader_addline(arg
->buffer
, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2031 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2032 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2033 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2036 shader_addline(arg
->buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2037 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
,
2038 src1_param
.reg_name
, shader
->baseShader
.cur_loop_depth
, src1_param
.reg_name
,
2039 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
, src1_param
.reg_name
);
2042 shader
->baseShader
.cur_loop_depth
++;
2043 shader
->baseShader
.cur_loop_regno
++;
2046 void shader_glsl_end(SHADER_OPCODE_ARG
* arg
) {
2047 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
2049 shader_addline(arg
->buffer
, "}\n");
2051 if(arg
->opcode
->opcode
== WINED3DSIO_ENDLOOP
) {
2052 shader
->baseShader
.cur_loop_depth
--;
2053 shader
->baseShader
.cur_loop_regno
--;
2055 if(arg
->opcode
->opcode
== WINED3DSIO_ENDREP
) {
2056 shader
->baseShader
.cur_loop_depth
--;
2060 void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
) {
2061 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
2062 glsl_src_param_t src0_param
;
2064 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2065 shader_addline(arg
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2066 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2067 src0_param
.param_str
, shader
->baseShader
.cur_loop_depth
);
2068 shader
->baseShader
.cur_loop_depth
++;
2071 void shader_glsl_if(SHADER_OPCODE_ARG
* arg
) {
2072 glsl_src_param_t src0_param
;
2074 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2075 shader_addline(arg
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2078 void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
) {
2079 glsl_src_param_t src0_param
;
2080 glsl_src_param_t src1_param
;
2082 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2083 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2085 shader_addline(arg
->buffer
, "if (%s %s %s) {\n",
2086 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
2089 void shader_glsl_else(SHADER_OPCODE_ARG
* arg
) {
2090 shader_addline(arg
->buffer
, "} else {\n");
2093 void shader_glsl_break(SHADER_OPCODE_ARG
* arg
) {
2094 shader_addline(arg
->buffer
, "break;\n");
2097 /* FIXME: According to MSDN the compare is done per component. */
2098 void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
) {
2099 glsl_src_param_t src0_param
;
2100 glsl_src_param_t src1_param
;
2102 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2103 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2105 shader_addline(arg
->buffer
, "if (%s %s %s) break;\n",
2106 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
2109 void shader_glsl_label(SHADER_OPCODE_ARG
* arg
) {
2111 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2112 shader_addline(arg
->buffer
, "}\n");
2113 shader_addline(arg
->buffer
, "void subroutine%u () {\n", snum
);
2116 void shader_glsl_call(SHADER_OPCODE_ARG
* arg
) {
2117 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2118 shader_addline(arg
->buffer
, "subroutine%u();\n", snum
);
2121 void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
) {
2122 glsl_src_param_t src1_param
;
2124 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2125 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2126 shader_addline(arg
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, snum
);
2129 /*********************************************
2130 * Pixel Shader Specific Code begins here
2131 ********************************************/
2132 void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
) {
2133 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2134 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2135 DWORD hex_version
= This
->baseShader
.hex_version
;
2136 char dst_swizzle
[6];
2137 glsl_sample_function_t sample_function
;
2140 BOOL projected
, texrect
= FALSE
;
2143 /* All versions have a destination register */
2144 shader_glsl_append_dst(arg
->buffer
, arg
);
2146 /* 1.0-1.4: Use destination register as sampler source.
2147 * 2.0+: Use provided sampler source. */
2148 if (hex_version
< WINED3DPS_VERSION(1,4)) {
2151 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2152 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2154 if (flags
& WINED3DTTFF_PROJECTED
) {
2156 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2157 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2158 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
2159 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
2160 case WINED3DTTFF_COUNT4
:
2161 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
2166 } else if (hex_version
< WINED3DPS_VERSION(2,0)) {
2167 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2168 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2170 if (src_mod
== WINED3DSPSM_DZ
) {
2172 mask
= WINED3DSP_WRITEMASK_2
;
2173 } else if (src_mod
== WINED3DSPSM_DW
) {
2175 mask
= WINED3DSP_WRITEMASK_3
;
2180 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2181 if(arg
->opcode_token
& WINED3DSI_TEXLD_PROJECT
) {
2182 /* ps 2.0 texldp instruction always divides by the fourth component. */
2184 mask
= WINED3DSP_WRITEMASK_3
;
2190 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2191 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2195 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2196 shader_glsl_get_sample_function(sampler_type
, projected
, texrect
, &sample_function
);
2197 mask
|= sample_function
.coord_mask
;
2199 if (hex_version
< WINED3DPS_VERSION(2,0)) {
2200 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
2202 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
2205 /* 1.0-1.3: Use destination register as coordinate source.
2206 1.4+: Use provided coordinate source register. */
2207 if (hex_version
< WINED3DPS_VERSION(1,4)) {
2209 shader_glsl_get_write_mask(mask
, coord_mask
);
2210 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s)%s);\n",
2211 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, dst_swizzle
);
2213 glsl_src_param_t coord_param
;
2214 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], mask
, &coord_param
);
2215 if(arg
->opcode_token
& WINED3DSI_TEXLD_BIAS
) {
2216 glsl_src_param_t bias
;
2217 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &bias
);
2219 shader_addline(arg
->buffer
, "%s(Psampler%u, %s, %s)%s);\n",
2220 sample_function
.name
, sampler_idx
, coord_param
.param_str
,
2221 bias
.param_str
, dst_swizzle
);
2223 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n",
2224 sample_function
.name
, sampler_idx
, coord_param
.param_str
, dst_swizzle
);
2229 void shader_glsl_texldl(SHADER_OPCODE_ARG
* arg
) {
2230 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
2231 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2232 glsl_sample_function_t sample_function
;
2233 glsl_src_param_t coord_param
, lod_param
;
2234 char dst_swizzle
[6];
2237 BOOL texrect
= FALSE
;
2239 shader_glsl_append_dst(arg
->buffer
, arg
);
2240 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
2242 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2243 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2244 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2245 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2248 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
);
2250 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
2252 if (shader_is_pshader_version(This
->baseShader
.hex_version
)) {
2253 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2254 * However, they seem to work just fine in fragment shaders as well. */
2255 WARN("Using %sLod in fragment shader.\n", sample_function
.name
);
2256 shader_addline(arg
->buffer
, "%sLod(Psampler%u, %s, %s)%s);\n",
2257 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2259 shader_addline(arg
->buffer
, "%sLod(Vsampler%u, %s, %s)%s);\n",
2260 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2264 void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
) {
2266 /* FIXME: Make this work for more than just 2D textures */
2268 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2269 SHADER_BUFFER
* buffer
= arg
->buffer
;
2270 DWORD hex_version
= This
->baseShader
.hex_version
;
2274 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2275 shader_glsl_get_write_mask(write_mask
, dst_mask
);
2277 if (hex_version
!= WINED3DPS_VERSION(1,4)) {
2278 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2279 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg
, dst_mask
);
2281 DWORD reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
2282 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2283 char dst_swizzle
[6];
2285 shader_glsl_get_swizzle(arg
->src
[0], FALSE
, write_mask
, dst_swizzle
);
2287 if (src_mod
== WINED3DSPSM_DZ
) {
2288 glsl_src_param_t div_param
;
2289 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2290 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
2292 if (mask_size
> 1) {
2293 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2295 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2297 } else if (src_mod
== WINED3DSPSM_DW
) {
2298 glsl_src_param_t div_param
;
2299 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2300 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
2302 if (mask_size
> 1) {
2303 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2305 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2308 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
2313 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2314 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2315 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2316 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
) {
2317 glsl_src_param_t src0_param
;
2319 glsl_sample_function_t sample_function
;
2320 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2321 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2322 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2324 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2326 shader_glsl_append_dst(arg
->buffer
, arg
);
2327 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2329 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2330 * scalar, and projected sampling would require 4.
2332 * It is a dependent read - not valid with conditional NP2 textures
2334 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2336 switch(count_bits(sample_function
.coord_mask
)) {
2338 shader_addline(arg
->buffer
, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2339 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2343 shader_addline(arg
->buffer
, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2344 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2348 shader_addline(arg
->buffer
, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2349 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2352 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function
.coord_mask
));
2356 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2357 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2358 void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
) {
2359 glsl_src_param_t src0_param
;
2360 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2361 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2363 unsigned int mask_size
;
2365 dst_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2366 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
2367 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2369 if (mask_size
> 1) {
2370 shader_addline(arg
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
2372 shader_addline(arg
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
2376 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2377 * Calculate the depth as dst.x / dst.y */
2378 void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
) {
2379 glsl_dst_param_t dst_param
;
2381 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2383 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2384 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2385 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2386 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2389 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
);
2392 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2393 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2394 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2395 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2397 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
) {
2398 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2399 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2400 glsl_src_param_t src0_param
;
2402 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2404 shader_addline(arg
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
2405 shader_addline(arg
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2408 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2409 * Calculate the 1st of a 2-row matrix multiplication. */
2410 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
) {
2411 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2412 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2413 SHADER_BUFFER
* buffer
= arg
->buffer
;
2414 glsl_src_param_t src0_param
;
2416 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2417 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2420 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2421 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2422 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
) {
2424 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2425 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2426 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2427 SHADER_BUFFER
* buffer
= arg
->buffer
;
2428 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2429 glsl_src_param_t src0_param
;
2431 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2432 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
2433 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2436 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
) {
2437 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2438 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2439 SHADER_BUFFER
* buffer
= arg
->buffer
;
2440 glsl_src_param_t src0_param
;
2443 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2444 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2446 shader_glsl_append_dst(buffer
, arg
);
2447 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2449 /* Sample the texture using the calculated coordinates */
2450 shader_addline(buffer
, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg
, dst_mask
);
2453 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2454 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2455 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
) {
2456 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2457 glsl_src_param_t src0_param
;
2459 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2460 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2461 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2462 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2463 glsl_sample_function_t sample_function
;
2465 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2466 shader_addline(arg
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2468 shader_glsl_append_dst(arg
->buffer
, arg
);
2469 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2470 /* Dependent read, not valid with conditional NP2 */
2471 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2473 /* Sample the texture using the calculated coordinates */
2474 shader_addline(arg
->buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2476 current_state
->current_row
= 0;
2479 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2480 * Perform the 3rd row of a 3x3 matrix multiply */
2481 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
) {
2482 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2483 glsl_src_param_t src0_param
;
2485 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2486 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2487 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2489 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2491 shader_glsl_append_dst(arg
->buffer
, arg
);
2492 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2493 shader_addline(arg
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
2495 current_state
->current_row
= 0;
2498 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2499 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2500 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
) {
2502 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2503 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2504 glsl_src_param_t src0_param
;
2505 glsl_src_param_t src1_param
;
2507 SHADER_BUFFER
* buffer
= arg
->buffer
;
2508 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2509 DWORD stype
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2510 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2511 glsl_sample_function_t sample_function
;
2513 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2514 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
2516 /* Perform the last matrix multiply operation */
2517 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2518 /* Reflection calculation */
2519 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
2521 shader_glsl_append_dst(buffer
, arg
);
2522 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2523 /* Dependent read, not valid with conditional NP2 */
2524 shader_glsl_get_sample_function(stype
, FALSE
, FALSE
, &sample_function
);
2526 /* Sample the texture */
2527 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2529 current_state
->current_row
= 0;
2532 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2533 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2534 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
) {
2536 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2537 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2538 SHADER_BUFFER
* buffer
= arg
->buffer
;
2539 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2540 glsl_src_param_t src0_param
;
2542 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2543 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2544 glsl_sample_function_t sample_function
;
2546 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2548 /* Perform the last matrix multiply operation */
2549 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
2551 /* Construct the eye-ray vector from w coordinates */
2552 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2553 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
2554 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2556 shader_glsl_append_dst(buffer
, arg
);
2557 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2558 /* Dependent read, not valid with conditional NP2 */
2559 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2561 /* Sample the texture using the calculated coordinates */
2562 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2564 current_state
->current_row
= 0;
2567 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2568 * Apply a fake bump map transform.
2569 * texbem is pshader <= 1.3 only, this saves a few version checks
2571 void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
) {
2572 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2573 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2574 char dst_swizzle
[6];
2575 glsl_sample_function_t sample_function
;
2576 glsl_src_param_t coord_param
;
2583 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2584 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2586 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2587 /* Dependent read, not valid with conditional NP2 */
2588 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2589 mask
= sample_function
.coord_mask
;
2591 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
2593 shader_glsl_get_write_mask(mask
, coord_mask
);
2595 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2596 * so we can't let the GL handle this.
2598 if (flags
& WINED3DTTFF_PROJECTED
) {
2600 char coord_div_mask
[3];
2601 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2602 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2603 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
2604 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
2605 case WINED3DTTFF_COUNT4
:
2606 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
2608 shader_glsl_get_write_mask(div_mask
, coord_div_mask
);
2609 shader_addline(arg
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
2612 shader_glsl_append_dst(arg
->buffer
, arg
);
2613 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &coord_param
);
2614 if(arg
->opcode
->opcode
== WINED3DSIO_TEXBEML
) {
2615 glsl_src_param_t luminance_param
;
2616 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
2617 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",
2618 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, sampler_idx
, coord_param
.param_str
, coord_mask
,
2619 luminance_param
.param_str
, sampler_idx
, sampler_idx
, dst_swizzle
);
2621 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )%s);\n",
2622 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, sampler_idx
, coord_param
.param_str
, coord_mask
, dst_swizzle
);
2626 void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
) {
2627 glsl_src_param_t src0_param
, src1_param
;
2628 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2630 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src0_param
);
2631 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src1_param
);
2633 shader_glsl_append_dst(arg
->buffer
, arg
);
2634 shader_addline(arg
->buffer
, "%s + bumpenvmat%d * %s);\n",
2635 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
2638 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2639 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2640 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
) {
2642 glsl_src_param_t src0_param
;
2643 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2646 shader_glsl_append_dst(arg
->buffer
, arg
);
2647 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2648 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2650 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2653 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2654 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2655 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
) {
2656 glsl_src_param_t src0_param
;
2657 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2660 shader_glsl_append_dst(arg
->buffer
, arg
);
2661 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2662 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2664 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2667 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2668 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2669 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
) {
2670 glsl_src_param_t src0_param
;
2672 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2673 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2674 glsl_sample_function_t sample_function
;
2676 shader_glsl_append_dst(arg
->buffer
, arg
);
2677 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2678 /* Dependent read, not valid with conditional NP2 */
2679 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2680 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, &src0_param
);
2682 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n", sample_function
.name
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2685 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2686 * If any of the first 3 components are < 0, discard this pixel */
2687 void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
) {
2688 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2689 DWORD hex_version
= This
->baseShader
.hex_version
;
2690 glsl_dst_param_t dst_param
;
2692 /* The argument is a destination parameter, and no writemasks are allowed */
2693 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2694 if((hex_version
>= WINED3DPS_VERSION(2,0))) {
2695 /* 2.0 shaders compare all 4 components in texkill */
2696 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
2698 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2699 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2700 * 4 components are defined, only the first 3 are used
2702 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
2706 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2707 * dst = dot2(src0, src1) + src2 */
2708 void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
) {
2709 glsl_src_param_t src0_param
;
2710 glsl_src_param_t src1_param
;
2711 glsl_src_param_t src2_param
;
2713 unsigned int mask_size
;
2715 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2716 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2718 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
2719 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
2720 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
2722 if (mask_size
> 1) {
2723 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
);
2725 shader_addline(arg
->buffer
, "dot(%s, %s) + %s);\n", src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2729 void pshader_glsl_input_pack(
2730 SHADER_BUFFER
* buffer
,
2731 semantic
* semantics_in
,
2732 IWineD3DPixelShader
*iface
) {
2735 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
2737 for (i
= 0; i
< MAX_REG_INPUT
; i
++) {
2739 DWORD usage_token
= semantics_in
[i
].usage
;
2740 DWORD register_token
= semantics_in
[i
].reg
;
2741 DWORD usage
, usage_idx
;
2745 if (!usage_token
) continue;
2746 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2747 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2748 shader_glsl_get_write_mask(register_token
, reg_mask
);
2752 case WINED3DDECLUSAGE_TEXCOORD
:
2753 if(usage_idx
< 8 && This
->vertexprocessing
== pretransformed
) {
2754 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2755 This
->input_reg_map
[i
], reg_mask
, usage_idx
, reg_mask
);
2757 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2758 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2762 case WINED3DDECLUSAGE_COLOR
:
2764 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
2765 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2766 else if (usage_idx
== 1)
2767 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2768 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2770 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2771 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2775 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2776 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2781 /*********************************************
2782 * Vertex Shader Specific Code begins here
2783 ********************************************/
2785 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
) {
2786 glsl_program_key_t
*key
;
2788 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2789 key
->vshader
= entry
->vshader
;
2790 key
->pshader
= entry
->pshader
;
2792 hash_table_put(priv
->glsl_program_lookup
, key
, entry
);
2795 static struct glsl_shader_prog_link
*get_glsl_program_entry(struct shader_glsl_priv
*priv
,
2796 GLhandleARB vshader
, GLhandleARB pshader
) {
2797 glsl_program_key_t key
;
2799 key
.vshader
= vshader
;
2800 key
.pshader
= pshader
;
2802 return (struct glsl_shader_prog_link
*)hash_table_get(priv
->glsl_program_lookup
, &key
);
2805 void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, WineD3D_GL_Info
*gl_info
, struct glsl_shader_prog_link
*entry
) {
2806 glsl_program_key_t
*key
;
2808 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2809 key
->vshader
= entry
->vshader
;
2810 key
->pshader
= entry
->pshader
;
2811 hash_table_remove(priv
->glsl_program_lookup
, key
);
2813 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
2814 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
2815 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
2816 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
2817 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
2818 HeapFree(GetProcessHeap(), 0, entry
);
2821 static void handle_ps3_input(SHADER_BUFFER
*buffer
, semantic
*semantics_in
, semantic
*semantics_out
, WineD3D_GL_Info
*gl_info
, DWORD
*map
) {
2823 DWORD usage_token
, usage_token_out
;
2824 DWORD register_token
, register_token_out
;
2825 DWORD usage
, usage_idx
, usage_out
, usage_idx_out
;
2828 DWORD in_count
= GL_LIMITS(glsl_varyings
) / 4;
2829 char reg_mask
[6], reg_mask_out
[6];
2830 char destination
[50];
2832 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
2834 if (!semantics_out
) {
2835 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
2836 shader_addline(buffer
, "vec4 front_color = gl_FrontColor;\n");
2837 shader_addline(buffer
, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
2840 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
2841 usage_token
= semantics_in
[i
].usage
;
2842 if (!usage_token
) continue;
2845 if (in_idx
>= (in_count
+ 2)) {
2846 FIXME("More input varyings declared than supported, expect issues\n");
2848 } else if(map
[i
] == -1) {
2849 /* Declared, but not read register */
2853 if (in_idx
== in_count
) {
2854 sprintf(destination
, "gl_FrontColor");
2855 } else if (in_idx
== in_count
+ 1) {
2856 sprintf(destination
, "gl_FrontSecondaryColor");
2858 sprintf(destination
, "IN[%u]", in_idx
);
2861 register_token
= semantics_in
[i
].reg
;
2863 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2864 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2865 set
[map
[i
]] = shader_glsl_get_write_mask(register_token
, reg_mask
);
2867 if(!semantics_out
) {
2869 case WINED3DDECLUSAGE_COLOR
:
2871 shader_addline(buffer
, "%s%s = front_color%s;\n",
2872 destination
, reg_mask
, reg_mask
);
2873 else if (usage_idx
== 1)
2874 shader_addline(buffer
, "%s%s = front_secondary_color%s;\n",
2875 destination
, reg_mask
, reg_mask
);
2877 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2878 destination
, reg_mask
, reg_mask
);
2881 case WINED3DDECLUSAGE_TEXCOORD
:
2882 if (usage_idx
< 8) {
2883 shader_addline(buffer
, "%s%s = gl_TexCoord[%u]%s;\n",
2884 destination
, reg_mask
, usage_idx
, reg_mask
);
2886 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2887 destination
, reg_mask
, reg_mask
);
2891 case WINED3DDECLUSAGE_FOG
:
2892 shader_addline(buffer
, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
2893 destination
, reg_mask
, reg_mask
);
2897 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2898 destination
, reg_mask
, reg_mask
);
2902 for(j
= 0; j
< MAX_REG_OUTPUT
; j
++) {
2903 usage_token_out
= semantics_out
[j
].usage
;
2904 if (!usage_token_out
) continue;
2905 register_token_out
= semantics_out
[j
].reg
;
2907 usage_out
= (usage_token_out
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2908 usage_idx_out
= (usage_token_out
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2909 shader_glsl_get_write_mask(register_token_out
, reg_mask_out
);
2911 if(usage
== usage_out
&&
2912 usage_idx
== usage_idx_out
) {
2913 shader_addline(buffer
, "%s%s = OUT[%u]%s;\n",
2914 destination
, reg_mask
, j
, reg_mask
);
2919 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2920 destination
, reg_mask
, reg_mask
);
2925 /* This is solely to make the compiler / linker happy and avoid warning about undefined
2926 * varyings. It shouldn't result in any real code executed on the GPU, since all read
2927 * input varyings are assigned above, if the optimizer works properly.
2929 for(i
= 0; i
< in_count
+ 2; i
++) {
2930 if(set
[i
] != WINED3DSP_WRITEMASK_ALL
) {
2931 unsigned int size
= 0;
2932 memset(reg_mask
, 0, sizeof(reg_mask
));
2933 if(!(set
[i
] & WINED3DSP_WRITEMASK_0
)) {
2934 reg_mask
[size
] = 'x';
2937 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
2938 reg_mask
[size
] = 'y';
2941 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
2942 reg_mask
[size
] = 'z';
2945 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
2946 reg_mask
[size
] = 'w';
2950 if (i
== in_count
) {
2951 sprintf(destination
, "gl_FrontColor");
2952 } else if (i
== in_count
+ 1) {
2953 sprintf(destination
, "gl_FrontSecondaryColor");
2955 sprintf(destination
, "IN[%u]", i
);
2959 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
2961 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
2966 HeapFree(GetProcessHeap(), 0, set
);
2969 static GLhandleARB
generate_param_reorder_function(IWineD3DVertexShader
*vertexshader
,
2970 IWineD3DPixelShader
*pixelshader
,
2971 WineD3D_GL_Info
*gl_info
) {
2972 GLhandleARB ret
= 0;
2973 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) vertexshader
;
2974 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pixelshader
;
2975 DWORD vs_major
= vs
? WINED3DSHADER_VERSION_MAJOR(vs
->baseShader
.hex_version
) : 0;
2976 DWORD ps_major
= ps
? WINED3DSHADER_VERSION_MAJOR(ps
->baseShader
.hex_version
) : 0;
2978 SHADER_BUFFER buffer
;
2980 DWORD register_token
;
2981 DWORD usage
, usage_idx
, writemask
;
2983 semantic
*semantics_out
, *semantics_in
;
2985 buffer
.buffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, SHADER_PGMSIZE
);
2988 buffer
.newline
= TRUE
;
2990 shader_addline(&buffer
, "#version 120\n");
2992 if(vs_major
< 3 && ps_major
< 3) {
2993 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
2994 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
2996 if((GLINFO_LOCATION
).set_texcoord_w
&& ps_major
== 0 && vs_major
> 0) {
2997 shader_addline(&buffer
, "void order_ps_input() {\n");
2998 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
2999 if(vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3000 vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3001 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", i
);
3004 shader_addline(&buffer
, "}\n");
3006 shader_addline(&buffer
, "void order_ps_input() { /* do nothing */ }\n");
3008 } else if(ps_major
< 3 && vs_major
>= 3) {
3009 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3010 semantics_out
= vs
->semantics_out
;
3012 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3013 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
3014 usage_token
= semantics_out
[i
].usage
;
3015 if (!usage_token
) continue;
3016 register_token
= semantics_out
[i
].reg
;
3018 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
3019 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
3020 writemask
= shader_glsl_get_write_mask(register_token
, reg_mask
);
3023 case WINED3DDECLUSAGE_COLOR
:
3025 shader_addline(&buffer
, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3026 else if (usage_idx
== 1)
3027 shader_addline(&buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3030 case WINED3DDECLUSAGE_POSITION
:
3031 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3034 case WINED3DDECLUSAGE_TEXCOORD
:
3035 if (usage_idx
< 8) {
3036 if(!(GLINFO_LOCATION
).set_texcoord_w
|| ps_major
> 0) writemask
|= WINED3DSP_WRITEMASK_3
;
3038 shader_addline(&buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3039 usage_idx
, reg_mask
, i
, reg_mask
);
3040 if(!(writemask
& WINED3DSP_WRITEMASK_3
)) {
3041 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", usage_idx
);
3046 case WINED3DDECLUSAGE_PSIZE
:
3047 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3050 case WINED3DDECLUSAGE_FOG
:
3051 shader_addline(&buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
3058 shader_addline(&buffer
, "}\n");
3060 } else if(ps_major
>= 3 && vs_major
>= 3) {
3061 semantics_out
= vs
->semantics_out
;
3062 semantics_in
= ps
->semantics_in
;
3064 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3065 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3066 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3068 /* First, sort out position and point size. Those are not passed to the pixel shader */
3069 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
3070 usage_token
= semantics_out
[i
].usage
;
3071 if (!usage_token
) continue;
3072 register_token
= semantics_out
[i
].reg
;
3074 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
3075 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
3076 shader_glsl_get_write_mask(register_token
, reg_mask
);
3079 case WINED3DDECLUSAGE_POSITION
:
3080 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3083 case WINED3DDECLUSAGE_PSIZE
:
3084 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3092 /* Then, fix the pixel shader input */
3093 handle_ps3_input(&buffer
, semantics_in
, semantics_out
, gl_info
, ps
->input_reg_map
);
3095 shader_addline(&buffer
, "}\n");
3096 } else if(ps_major
>= 3 && vs_major
< 3) {
3097 semantics_in
= ps
->semantics_in
;
3099 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3100 shader_addline(&buffer
, "void order_ps_input() {\n");
3101 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3102 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3103 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3105 handle_ps3_input(&buffer
, semantics_in
, NULL
, gl_info
, ps
->input_reg_map
);
3106 shader_addline(&buffer
, "}\n");
3108 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major
, ps_major
);
3111 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3112 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3113 GL_EXTCALL(glShaderSourceARB(ret
, 1, (const char**)&buffer
.buffer
, NULL
));
3114 checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
3115 GL_EXTCALL(glCompileShaderARB(ret
));
3116 checkGLcall("glCompileShaderARB(ret)");
3118 HeapFree(GetProcessHeap(), 0, buffer
.buffer
);
3122 static void hardcode_local_constants(IWineD3DBaseShaderImpl
*shader
, WineD3D_GL_Info
*gl_info
, GLhandleARB programId
, char prefix
) {
3123 local_constant
* lconst
;
3128 LIST_FOR_EACH_ENTRY(lconst
, &shader
->baseShader
.constantsF
, local_constant
, entry
) {
3129 value
= (float *) lconst
->value
;
3130 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
3131 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3132 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
3134 checkGLcall("Hardcoding local constants\n");
3137 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3138 * It sets the programId on the current StateBlock (because it should be called
3139 * inside of the DrawPrimitive() part of the render loop).
3141 * If a program for the given combination does not exist, create one, and store
3142 * the program in the hash table. If it creates a program, it will link the
3143 * given objects, too.
3145 static void set_glsl_shader_program(IWineD3DDevice
*iface
, BOOL use_ps
, BOOL use_vs
) {
3146 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3147 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)This
->shader_priv
;
3148 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3149 IWineD3DPixelShader
*pshader
= This
->stateBlock
->pixelShader
;
3150 IWineD3DVertexShader
*vshader
= This
->stateBlock
->vertexShader
;
3151 struct glsl_shader_prog_link
*entry
= NULL
;
3152 GLhandleARB programId
= 0;
3153 GLhandleARB reorder_shader_id
= 0;
3157 GLhandleARB vshader_id
= use_vs
? ((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.prgId
: 0;
3158 GLhandleARB pshader_id
= use_ps
? ((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.prgId
: 0;
3159 entry
= get_glsl_program_entry(priv
, vshader_id
, pshader_id
);
3161 priv
->glsl_program
= entry
;
3165 /* If we get to this point, then no matching program exists, so we create one */
3166 programId
= GL_EXTCALL(glCreateProgramObjectARB());
3167 TRACE("Created new GLSL shader program %u\n", programId
);
3169 /* Create the entry */
3170 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
3171 entry
->programId
= programId
;
3172 entry
->vshader
= vshader_id
;
3173 entry
->pshader
= pshader_id
;
3174 /* Add the hash table entry */
3175 add_glsl_program_entry(priv
, entry
);
3177 /* Set the current program */
3178 priv
->glsl_program
= entry
;
3180 /* Attach GLSL vshader */
3182 int max_attribs
= 16; /* TODO: Will this always be the case? It is at the moment... */
3185 reorder_shader_id
= generate_param_reorder_function(vshader
, pshader
, gl_info
);
3186 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
3187 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
3188 checkGLcall("glAttachObjectARB");
3189 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3192 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
3194 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
3195 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
3196 checkGLcall("glAttachObjectARB");
3198 /* Bind vertex attributes to a corresponding index number to match
3199 * the same index numbers as ARB_vertex_programs (makes loading
3200 * vertex attributes simpler). With this method, we can use the
3201 * exact same code to load the attributes later for both ARB and
3204 * We have to do this here because we need to know the Program ID
3205 * in order to make the bindings work, and it has to be done prior
3206 * to linking the GLSL program. */
3207 for (i
= 0; i
< max_attribs
; ++i
) {
3208 if (((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.attributes
[i
]) {
3209 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%i", i
);
3210 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
3213 checkGLcall("glBindAttribLocationARB");
3215 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
3218 /* Attach GLSL pshader */
3220 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
3221 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
3222 checkGLcall("glAttachObjectARB");
3224 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
3227 /* Link the program */
3228 TRACE("Linking GLSL shader program %u\n", programId
);
3229 GL_EXTCALL(glLinkProgramARB(programId
));
3230 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
3232 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
3233 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
3234 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
3235 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3237 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3238 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
3239 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3241 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
3242 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
3243 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
3244 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3246 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3247 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
3248 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3252 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*)pshader
)->numbumpenvmatconsts
; i
++) {
3254 sprintf(name
, "bumpenvmat%d", ((IWineD3DPixelShaderImpl
*)pshader
)->bumpenvmatconst
[i
].texunit
);
3255 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3256 sprintf(name
, "luminancescale%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3257 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3258 sprintf(name
, "luminanceoffset%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3259 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3264 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
3265 entry
->srgb_comparison_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "srgb_comparison"));
3266 entry
->srgb_mul_low_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "srgb_mul_low"));
3267 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
3268 checkGLcall("Find glsl program uniform locations");
3270 if (pshader
&& WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.hex_version
) >= 3
3271 && ((IWineD3DPixelShaderImpl
*)pshader
)->declared_in_count
> GL_LIMITS(glsl_varyings
) / 4) {
3272 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
3273 entry
->vertex_color_clamp
= GL_FALSE
;
3275 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
3278 /* Set the shader to allow uniform loading on it */
3279 GL_EXTCALL(glUseProgramObjectARB(programId
));
3280 checkGLcall("glUseProgramObjectARB(programId)");
3282 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3283 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3284 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3285 * vertex shader with fixed function pixel processing is used we make sure that the card
3286 * supports enough samplers to allow the max number of vertex samplers with all possible
3287 * fixed function fragment processing setups. So once the program is linked these samplers
3291 /* Load vertex shader samplers */
3292 shader_glsl_load_vsamplers(gl_info
, (IWineD3DStateBlock
*)This
->stateBlock
, programId
);
3295 /* Load pixel shader samplers */
3296 shader_glsl_load_psamplers(gl_info
, (IWineD3DStateBlock
*)This
->stateBlock
, programId
);
3299 /* If the local constants do not have to be loaded with the environment constants,
3300 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3303 if(pshader
&& !((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.load_local_constsF
) {
3304 hardcode_local_constants((IWineD3DBaseShaderImpl
*) pshader
, gl_info
, programId
, 'P');
3306 if(vshader
&& !((IWineD3DVertexShaderImpl
*)vshader
)->baseShader
.load_local_constsF
) {
3307 hardcode_local_constants((IWineD3DBaseShaderImpl
*) vshader
, gl_info
, programId
, 'V');
3311 static GLhandleARB
create_glsl_blt_shader(WineD3D_GL_Info
*gl_info
) {
3312 GLhandleARB program_id
;
3313 GLhandleARB vshader_id
, pshader_id
;
3314 const char *blt_vshader
[] = {
3318 " gl_Position = gl_Vertex;\n"
3319 " gl_FrontColor = vec4(1.0);\n"
3320 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
3321 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
3325 const char *blt_pshader
[] = {
3327 "uniform sampler2D sampler;\n"
3330 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3334 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3335 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
3336 GL_EXTCALL(glCompileShaderARB(vshader_id
));
3338 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3339 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, blt_pshader
, NULL
));
3340 GL_EXTCALL(glCompileShaderARB(pshader_id
));
3342 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
3343 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
3344 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
3345 GL_EXTCALL(glLinkProgramARB(program_id
));
3347 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
3349 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3352 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
3353 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
3357 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
3358 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3359 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)This
->shader_priv
;
3360 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3361 GLhandleARB program_id
= 0;
3362 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
3364 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
3366 if (useVS
|| usePS
) set_glsl_shader_program(iface
, usePS
, useVS
);
3367 else priv
->glsl_program
= NULL
;
3369 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
3371 if (old_vertex_color_clamp
!= current_vertex_color_clamp
) {
3372 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT
)) {
3373 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
3374 checkGLcall("glClampColorARB");
3376 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3380 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
3381 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3382 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3383 checkGLcall("glUseProgramObjectARB");
3386 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
) {
3387 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3388 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3389 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*) This
->shader_priv
;
3390 static GLhandleARB loc
= -1;
3392 if (!priv
->depth_blt_glsl_program_id
) {
3393 priv
->depth_blt_glsl_program_id
= create_glsl_blt_shader(gl_info
);
3394 loc
= GL_EXTCALL(glGetUniformLocationARB(priv
->depth_blt_glsl_program_id
, "sampler"));
3397 GL_EXTCALL(glUseProgramObjectARB(priv
->depth_blt_glsl_program_id
));
3398 GL_EXTCALL(glUniform1iARB(loc
, 0));
3401 static void shader_glsl_deselect_depth_blt(IWineD3DDevice
*iface
) {
3402 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3403 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3404 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*) This
->shader_priv
;
3405 GLhandleARB program_id
;
3407 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
3408 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3410 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3411 checkGLcall("glUseProgramObjectARB");
3414 static void shader_glsl_cleanup(IWineD3DDevice
*iface
) {
3415 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3416 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3417 GL_EXTCALL(glUseProgramObjectARB(0));
3420 static void shader_glsl_destroy(IWineD3DBaseShader
*iface
) {
3421 struct list
*linked_programs
;
3422 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
3423 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
3424 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)device
->shader_priv
;
3425 WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
3427 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3428 * can be called from IWineD3DBaseShader::Release
3430 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
3432 if(This
->baseShader
.prgId
== 0) return;
3433 linked_programs
= &This
->baseShader
.linked_programs
;
3435 TRACE("Deleting linked programs\n");
3436 if (linked_programs
->next
) {
3437 struct glsl_shader_prog_link
*entry
, *entry2
;
3440 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
3441 delete_glsl_program_entry(priv
, gl_info
, entry
);
3444 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
3445 delete_glsl_program_entry(priv
, gl_info
, entry
);
3450 TRACE("Deleting shader object %u\n", This
->baseShader
.prgId
);
3451 GL_EXTCALL(glDeleteObjectARB(This
->baseShader
.prgId
));
3452 checkGLcall("glDeleteObjectARB");
3453 This
->baseShader
.prgId
= 0;
3454 This
->baseShader
.is_compiled
= FALSE
;
3457 static unsigned int glsl_program_key_hash(void *key
) {
3458 glsl_program_key_t
*k
= (glsl_program_key_t
*)key
;
3460 unsigned int hash
= k
->vshader
| k
->pshader
<< 16;
3461 hash
+= ~(hash
<< 15);
3462 hash
^= (hash
>> 10);
3463 hash
+= (hash
<< 3);
3464 hash
^= (hash
>> 6);
3465 hash
+= ~(hash
<< 11);
3466 hash
^= (hash
>> 16);
3471 static BOOL
glsl_program_key_compare(void *keya
, void *keyb
) {
3472 glsl_program_key_t
*ka
= (glsl_program_key_t
*)keya
;
3473 glsl_program_key_t
*kb
= (glsl_program_key_t
*)keyb
;
3475 return ka
->vshader
== kb
->vshader
&& ka
->pshader
== kb
->pshader
;
3478 static HRESULT
shader_glsl_alloc(IWineD3DDevice
*iface
) {
3479 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3480 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
3481 priv
->glsl_program_lookup
= hash_table_create(glsl_program_key_hash
, glsl_program_key_compare
);
3482 This
->shader_priv
= priv
;
3486 static void shader_glsl_free(IWineD3DDevice
*iface
) {
3487 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3488 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3489 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)This
->shader_priv
;
3491 if(priv
->depth_blt_glsl_program_id
) {
3492 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_glsl_program_id
));
3495 hash_table_destroy(priv
->glsl_program_lookup
);
3497 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
3498 This
->shader_priv
= NULL
;
3501 static BOOL
shader_glsl_dirty_const(IWineD3DDevice
*iface
) {
3502 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3506 static void shader_glsl_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
) {
3507 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
3508 shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
3509 CONST DWORD
*function
= This
->baseShader
.function
;
3510 const char *fragcolor
;
3511 WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3513 /* Create the hw GLSL shader object and assign it as the baseShader.prgId */
3514 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3516 shader_addline(buffer
, "#version 120\n");
3518 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
3519 shader_addline(buffer
, "#extension GL_ARB_draw_buffers : enable\n");
3521 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
3522 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3523 * drivers write a warning if we don't do so
3525 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
3528 /* Base Declarations */
3529 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
3531 /* Pack 3.0 inputs */
3532 if (This
->baseShader
.hex_version
>= WINED3DPS_VERSION(3,0)) {
3534 if(((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->strided_streams
.u
.s
.position_transformed
) {
3535 This
->vertexprocessing
= pretransformed
;
3536 pshader_glsl_input_pack(buffer
, This
->semantics_in
, iface
);
3537 } else if(!use_vs((IWineD3DDeviceImpl
*) This
->baseShader
.device
)) {
3538 This
->vertexprocessing
= fixedfunction
;
3539 pshader_glsl_input_pack(buffer
, This
->semantics_in
, iface
);
3541 This
->vertexprocessing
= vertexshader
;
3545 /* Base Shader Body */
3546 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
3548 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3549 if (This
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
3550 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3551 if(GL_SUPPORT(ARB_DRAW_BUFFERS
))
3552 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
3554 shader_addline(buffer
, "gl_FragColor = R0;\n");
3557 if(GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
3558 fragcolor
= "gl_FragData[0]";
3560 fragcolor
= "gl_FragColor";
3562 if(This
->srgb_enabled
) {
3563 shader_addline(buffer
, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3564 fragcolor
, srgb_pow
, srgb_pow
, srgb_pow
, srgb_mul_high
, srgb_mul_high
, srgb_mul_high
,
3565 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
3566 shader_addline(buffer
, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor
);
3567 shader_addline(buffer
, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor
, fragcolor
);
3568 shader_addline(buffer
, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor
, fragcolor
);
3569 shader_addline(buffer
, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor
, fragcolor
);
3570 shader_addline(buffer
, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor
, fragcolor
);
3572 /* Pixel shader < 3.0 do not replace the fog stage.
3573 * This implements linear fog computation and blending.
3574 * TODO: non linear fog
3575 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3576 * -1/(e-s) and e/(e-s) respectively.
3578 if(This
->baseShader
.hex_version
< WINED3DPS_VERSION(3,0)) {
3579 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
3580 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
3583 shader_addline(buffer
, "}\n");
3585 TRACE("Compiling shader object %u\n", shader_obj
);
3586 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3587 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3588 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
3590 /* Store the shader object */
3591 This
->baseShader
.prgId
= shader_obj
;
3594 static void shader_glsl_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
) {
3595 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
3596 shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
3597 CONST DWORD
*function
= This
->baseShader
.function
;
3598 WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3600 /* Create the hw GLSL shader program and assign it as the baseShader.prgId */
3601 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3603 shader_addline(buffer
, "#version 120\n");
3605 /* Base Declarations */
3606 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
3608 /* Base Shader Body */
3609 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
3611 /* Unpack 3.0 outputs */
3612 if (This
->baseShader
.hex_version
>= WINED3DVS_VERSION(3,0)) {
3613 shader_addline(buffer
, "order_ps_input(OUT);\n");
3615 shader_addline(buffer
, "order_ps_input();\n");
3618 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
3620 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
3622 /* Write the final position.
3624 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3625 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3626 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3627 * contains 1.0 to allow a mad.
3629 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3630 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3632 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3634 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3635 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3636 * which is the same as z = z / 2 - w.
3638 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3640 shader_addline(buffer
, "}\n");
3642 TRACE("Compiling shader object %u\n", shader_obj
);
3643 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3644 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3645 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
3647 /* Store the shader object */
3648 This
->baseShader
.prgId
= shader_obj
;
3651 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype
, WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
) {
3652 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
3653 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
3654 * vs_nv_version which is based on NV_vertex_program.
3655 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
3656 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
3657 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
3658 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
3660 if((GLINFO_LOCATION
.vs_nv_version
== VS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
3661 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
3663 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
3664 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps
->VertexShaderVersion
>> 8) & 0xff, pCaps
->VertexShaderVersion
& 0xff);
3665 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
3667 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
3668 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
3669 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
3670 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
3671 * in max native instructions. Intel and others also offer the info in this extension but they
3672 * don't support GLSL (at least on Windows).
3674 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
3675 * of instructions is 512 or less we have to do with ps2.0 hardware.
3676 * 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.
3678 if((GLINFO_LOCATION
.ps_nv_version
== PS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
3679 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
3681 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
3683 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
3684 * Direct3D minimum requirement.
3686 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
3687 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
3689 * The problem is that the refrast clamps temporary results in the shader to
3690 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
3691 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
3692 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
3693 * offer a way to query this.
3695 pCaps
->PixelShader1xMaxValue
= 8.0;
3696 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps
->PixelShaderVersion
>> 8) & 0xff, pCaps
->PixelShaderVersion
& 0xff);
3699 const shader_backend_t glsl_shader_backend
= {
3701 shader_glsl_select_depth_blt
,
3702 shader_glsl_deselect_depth_blt
,
3703 shader_glsl_load_constants
,
3704 shader_glsl_cleanup
,
3705 shader_glsl_color_correction
,
3706 shader_glsl_destroy
,
3709 shader_glsl_dirty_const
,
3710 shader_glsl_generate_pshader
,
3711 shader_glsl_generate_vshader
,
3712 shader_glsl_get_caps
,