push 3fbe09a897e9df6e6f0eb06b20d156a830394152
[wine/hacks.git] / dlls / wined3d / glsl_shader.c
blob88c78d255258766e87141ad55c7cfbe720b833a9
1 /*
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.
31 #include "config.h"
32 #include <limits.h>
33 #include <stdio.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41 #define GLINFO_LOCATION (*gl_info)
43 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
44 #define WINED3D_GLSL_SAMPLE_RECT 0x2
45 #define WINED3D_GLSL_SAMPLE_LOD 0x4
47 typedef struct {
48 char reg_name[150];
49 char mask_str[6];
50 } glsl_dst_param_t;
52 typedef struct {
53 char reg_name[150];
54 char param_str[100];
55 } glsl_src_param_t;
57 typedef struct {
58 const char *name;
59 DWORD coord_mask;
60 } glsl_sample_function_t;
62 enum heap_node_op
64 HEAP_NODE_TRAVERSE_LEFT,
65 HEAP_NODE_TRAVERSE_RIGHT,
66 HEAP_NODE_POP,
69 struct constant_entry
71 unsigned int idx;
72 unsigned int version;
75 struct constant_heap
77 struct constant_entry *entries;
78 unsigned int *positions;
79 unsigned int size;
82 /* GLSL shader private data */
83 struct shader_glsl_priv {
84 struct hash_table_t *glsl_program_lookup;
85 struct glsl_shader_prog_link *glsl_program;
86 struct constant_heap vconst_heap;
87 struct constant_heap pconst_heap;
88 unsigned char *stack;
89 GLhandleARB depth_blt_program[tex_type_count];
90 UINT next_constant_version;
93 /* Struct to maintain data about a linked GLSL program */
94 struct glsl_shader_prog_link {
95 struct list vshader_entry;
96 struct list pshader_entry;
97 GLhandleARB programId;
98 GLhandleARB *vuniformF_locations;
99 GLhandleARB *puniformF_locations;
100 GLhandleARB vuniformI_locations[MAX_CONST_I];
101 GLhandleARB puniformI_locations[MAX_CONST_I];
102 GLhandleARB posFixup_location;
103 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
104 GLhandleARB luminancescale_location[MAX_TEXTURES];
105 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
106 GLhandleARB ycorrection_location;
107 GLenum vertex_color_clamp;
108 IWineD3DVertexShader *vshader;
109 IWineD3DPixelShader *pshader;
110 struct vs_compile_args vs_args;
111 struct ps_compile_args ps_args;
112 UINT constant_version;
115 typedef struct {
116 IWineD3DVertexShader *vshader;
117 IWineD3DPixelShader *pshader;
118 struct ps_compile_args ps_args;
119 struct vs_compile_args vs_args;
120 } glsl_program_key_t;
123 /** Prints the GLSL info log which will contain error messages if they exist */
124 static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
126 int infologLength = 0;
127 char *infoLog;
128 unsigned int i;
129 BOOL is_spam;
131 static const char * const spam[] =
133 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
134 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
135 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
136 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
137 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
138 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
139 "Fragment shader was successfully compiled to run on hardware.\n"
140 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
141 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
142 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
143 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
146 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
148 GL_EXTCALL(glGetObjectParameterivARB(obj,
149 GL_OBJECT_INFO_LOG_LENGTH_ARB,
150 &infologLength));
152 /* A size of 1 is just a null-terminated string, so the log should be bigger than
153 * that if there are errors. */
154 if (infologLength > 1)
156 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
157 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
159 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
160 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
161 is_spam = FALSE;
163 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
164 if(strcmp(infoLog, spam[i]) == 0) {
165 is_spam = TRUE;
166 break;
169 if(is_spam) {
170 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
171 } else {
172 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
174 HeapFree(GetProcessHeap(), 0, infoLog);
179 * Loads (pixel shader) samplers
181 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
183 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
184 GLhandleARB name_loc;
185 int i;
186 char sampler_name[20];
188 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
189 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
190 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
191 if (name_loc != -1) {
192 DWORD mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
193 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers))
195 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
196 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
197 checkGLcall("glUniform1iARB");
198 } else {
199 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
205 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
207 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
208 GLhandleARB name_loc;
209 char sampler_name[20];
210 int i;
212 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
213 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
214 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
215 if (name_loc != -1) {
216 DWORD mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
217 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers))
219 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
220 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
221 checkGLcall("glUniform1iARB");
222 } else {
223 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
229 static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
230 const GLhandleARB *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
232 int stack_idx = 0;
233 unsigned int heap_idx = 1;
234 unsigned int idx;
236 if (heap->entries[heap_idx].version <= version) return;
238 idx = heap->entries[heap_idx].idx;
239 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
240 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
242 while (stack_idx >= 0)
244 /* Note that we fall through to the next case statement. */
245 switch(stack[stack_idx])
247 case HEAP_NODE_TRAVERSE_LEFT:
249 unsigned int left_idx = heap_idx << 1;
250 if (left_idx < heap->size && heap->entries[left_idx].version > version)
252 heap_idx = left_idx;
253 idx = heap->entries[heap_idx].idx;
254 if (constant_locations[idx] != -1)
255 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
257 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
258 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
259 break;
263 case HEAP_NODE_TRAVERSE_RIGHT:
265 unsigned int right_idx = (heap_idx << 1) + 1;
266 if (right_idx < heap->size && heap->entries[right_idx].version > version)
268 heap_idx = right_idx;
269 idx = heap->entries[heap_idx].idx;
270 if (constant_locations[idx] != -1)
271 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
273 stack[stack_idx++] = HEAP_NODE_POP;
274 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
275 break;
279 case HEAP_NODE_POP:
281 heap_idx >>= 1;
282 --stack_idx;
283 break;
287 checkGLcall("walk_constant_heap()");
290 static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
292 GLfloat clamped_constant[4];
294 if (location == -1) return;
296 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0];
297 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1];
298 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2];
299 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3];
301 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
304 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
305 const GLhandleARB *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
307 int stack_idx = 0;
308 unsigned int heap_idx = 1;
309 unsigned int idx;
311 if (heap->entries[heap_idx].version <= version) return;
313 idx = heap->entries[heap_idx].idx;
314 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
315 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
317 while (stack_idx >= 0)
319 /* Note that we fall through to the next case statement. */
320 switch(stack[stack_idx])
322 case HEAP_NODE_TRAVERSE_LEFT:
324 unsigned int left_idx = heap_idx << 1;
325 if (left_idx < heap->size && heap->entries[left_idx].version > version)
327 heap_idx = left_idx;
328 idx = heap->entries[heap_idx].idx;
329 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
331 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
332 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
333 break;
337 case HEAP_NODE_TRAVERSE_RIGHT:
339 unsigned int right_idx = (heap_idx << 1) + 1;
340 if (right_idx < heap->size && heap->entries[right_idx].version > version)
342 heap_idx = right_idx;
343 idx = heap->entries[heap_idx].idx;
344 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
346 stack[stack_idx++] = HEAP_NODE_POP;
347 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
348 break;
352 case HEAP_NODE_POP:
354 heap_idx >>= 1;
355 --stack_idx;
356 break;
360 checkGLcall("walk_constant_heap_clamped()");
363 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
364 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
365 const float *constants, const GLhandleARB *constant_locations, const struct constant_heap *heap,
366 unsigned char *stack, UINT version)
368 const local_constant *lconst;
370 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
371 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.reg_maps.shader_version) == 1
372 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version))
373 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
374 else
375 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
377 if (!This->baseShader.load_local_constsF)
379 TRACE("No need to load local float constants for this shader\n");
380 return;
383 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
384 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
386 GLhandleARB location = constant_locations[lconst->idx];
387 /* We found this uniform name in the program - go ahead and send the data */
388 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
390 checkGLcall("glUniform4fvARB()");
393 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
394 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
395 const GLhandleARB locations[MAX_CONST_I], const int *constants, WORD constants_set)
397 unsigned int i;
398 struct list* ptr;
400 for (i = 0; constants_set; constants_set >>= 1, ++i)
402 if (!(constants_set & 1)) continue;
404 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
405 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
407 /* We found this uniform name in the program - go ahead and send the data */
408 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
409 checkGLcall("glUniform4ivARB");
412 /* Load immediate constants */
413 ptr = list_head(&This->baseShader.constantsI);
414 while (ptr) {
415 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
416 unsigned int idx = lconst->idx;
417 const GLint *values = (const GLint *)lconst->value;
419 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
420 values[0], values[1], values[2], values[3]);
422 /* We found this uniform name in the program - go ahead and send the data */
423 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
424 checkGLcall("glUniform4ivARB");
425 ptr = list_next(&This->baseShader.constantsI, ptr);
429 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
430 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
431 GLhandleARB programId, const BOOL *constants, WORD constants_set)
433 GLhandleARB tmp_loc;
434 unsigned int i;
435 char tmp_name[8];
436 char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
437 const char* prefix = is_pshader? "PB":"VB";
438 struct list* ptr;
440 /* TODO: Benchmark and see if it would be beneficial to store the
441 * locations of the constants to avoid looking up each time */
442 for (i = 0; constants_set; constants_set >>= 1, ++i)
444 if (!(constants_set & 1)) continue;
446 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
448 /* TODO: Benchmark and see if it would be beneficial to store the
449 * locations of the constants to avoid looking up each time */
450 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
451 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
452 if (tmp_loc != -1)
454 /* We found this uniform name in the program - go ahead and send the data */
455 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
456 checkGLcall("glUniform1ivARB");
460 /* Load immediate constants */
461 ptr = list_head(&This->baseShader.constantsB);
462 while (ptr) {
463 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
464 unsigned int idx = lconst->idx;
465 const GLint *values = (const GLint *)lconst->value;
467 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
469 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
470 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
471 if (tmp_loc != -1) {
472 /* We found this uniform name in the program - go ahead and send the data */
473 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
474 checkGLcall("glUniform1ivARB");
476 ptr = list_next(&This->baseShader.constantsB, ptr);
480 static void reset_program_constant_version(void *value, void *context)
482 struct glsl_shader_prog_link *entry = value;
483 entry->constant_version = 0;
487 * Loads the app-supplied constants into the currently set GLSL program.
489 static void shader_glsl_load_constants(
490 IWineD3DDevice* device,
491 char usePixelShader,
492 char useVertexShader) {
494 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
495 struct shader_glsl_priv *priv = deviceImpl->shader_priv;
496 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
497 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
499 GLhandleARB programId;
500 struct glsl_shader_prog_link *prog = priv->glsl_program;
501 UINT constant_version;
502 int i;
504 if (!prog) {
505 /* No GLSL program set - nothing to do. */
506 return;
508 programId = prog->programId;
509 constant_version = prog->constant_version;
511 if (useVertexShader) {
512 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
514 /* Load DirectX 9 float constants/uniforms for vertex shader */
515 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
516 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
518 /* Load DirectX 9 integer constants/uniforms for vertex shader */
519 if(vshader->baseShader.uses_int_consts) {
520 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations,
521 stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI);
524 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
525 if(vshader->baseShader.uses_bool_consts) {
526 shader_glsl_load_constantsB(vshader, gl_info, programId,
527 stateBlock->vertexShaderConstantB, stateBlock->changed.vertexShaderConstantsB);
530 /* Upload the position fixup params */
531 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
532 checkGLcall("glUniform4fvARB");
535 if (usePixelShader) {
537 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
539 /* Load DirectX 9 float constants/uniforms for pixel shader */
540 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
541 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
543 /* Load DirectX 9 integer constants/uniforms for pixel shader */
544 if(pshader->baseShader.uses_int_consts) {
545 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations,
546 stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI);
549 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
550 if(pshader->baseShader.uses_bool_consts) {
551 shader_glsl_load_constantsB(pshader, gl_info, programId,
552 stateBlock->pixelShaderConstantB, stateBlock->changed.pixelShaderConstantsB);
555 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
556 * It can't be 0 for a valid texbem instruction.
558 for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
559 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
560 int stage = ps->luminanceconst[i].texunit;
562 const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
563 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
564 checkGLcall("glUniformMatrix2fvARB");
566 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
567 * is set too, so we can check that in the needsbumpmat check
569 if(ps->baseShader.reg_maps.luminanceparams[stage]) {
570 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
571 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
573 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
574 checkGLcall("glUniform1fvARB");
575 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
576 checkGLcall("glUniform1fvARB");
580 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
581 float correction_params[4];
582 if(deviceImpl->render_offscreen) {
583 correction_params[0] = 0.0;
584 correction_params[1] = 1.0;
585 } else {
586 /* position is window relative, not viewport relative */
587 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
588 correction_params[1] = -1.0;
590 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
594 if (priv->next_constant_version == UINT_MAX)
596 TRACE("Max constant version reached, resetting to 0.\n");
597 hash_table_for_each_entry(priv->glsl_program_lookup, reset_program_constant_version, NULL);
598 priv->next_constant_version = 1;
600 else
602 prog->constant_version = priv->next_constant_version++;
606 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
607 unsigned int heap_idx, DWORD new_version)
609 struct constant_entry *entries = heap->entries;
610 unsigned int *positions = heap->positions;
611 unsigned int parent_idx;
613 while (heap_idx > 1)
615 parent_idx = heap_idx >> 1;
617 if (new_version <= entries[parent_idx].version) break;
619 entries[heap_idx] = entries[parent_idx];
620 positions[entries[parent_idx].idx] = heap_idx;
621 heap_idx = parent_idx;
624 entries[heap_idx].version = new_version;
625 entries[heap_idx].idx = idx;
626 positions[idx] = heap_idx;
629 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
631 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
632 struct shader_glsl_priv *priv = This->shader_priv;
633 struct constant_heap *heap = &priv->vconst_heap;
634 UINT i;
636 for (i = start; i < count + start; ++i)
638 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
639 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
640 else
641 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
645 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
647 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
648 struct shader_glsl_priv *priv = This->shader_priv;
649 struct constant_heap *heap = &priv->pconst_heap;
650 UINT i;
652 for (i = start; i < count + start; ++i)
654 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
655 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
656 else
657 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
661 /** Generate the variable & register declarations for the GLSL output target */
662 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
663 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info,
664 const struct ps_compile_args *ps_args)
666 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
667 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
668 DWORD shader_version = reg_maps->shader_version;
669 unsigned int i, extra_constants_needed = 0;
670 const local_constant *lconst;
672 /* There are some minor differences between pixel and vertex shaders */
673 char pshader = shader_is_pshader_version(shader_version);
674 char prefix = pshader ? 'P' : 'V';
676 /* Prototype the subroutines */
677 for (i = 0; i < This->baseShader.limits.label; i++) {
678 if (reg_maps->labels[i])
679 shader_addline(buffer, "void subroutine%u();\n", i);
682 /* Declare the constants (aka uniforms) */
683 if (This->baseShader.limits.constant_float > 0) {
684 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
685 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
686 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
689 if (This->baseShader.limits.constant_int > 0)
690 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
692 if (This->baseShader.limits.constant_bool > 0)
693 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
695 if(!pshader) {
696 shader_addline(buffer, "uniform vec4 posFixup;\n");
697 /* Predeclaration; This function is added at link time based on the pixel shader.
698 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
699 * that. We know the input to the reorder function at vertex shader compile time, so
700 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
701 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
702 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
703 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
704 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
705 * inout.
707 if (shader_version >= WINED3DVS_VERSION(3, 0))
709 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
710 } else {
711 shader_addline(buffer, "void order_ps_input();\n");
713 } else {
714 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
716 ps_impl->numbumpenvmatconsts = 0;
717 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
718 if(!reg_maps->bumpmat[i]) {
719 continue;
722 ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
723 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
725 if(reg_maps->luminanceparams) {
726 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
727 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
728 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
729 extra_constants_needed++;
730 } else {
731 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
734 extra_constants_needed++;
735 ps_impl->numbumpenvmatconsts++;
738 if(ps_args->srgb_correction) {
739 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
740 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
741 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
742 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
744 if(reg_maps->vpos || reg_maps->usesdsy) {
745 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
746 shader_addline(buffer, "uniform vec4 ycorrection;\n");
747 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
748 extra_constants_needed++;
749 } else {
750 /* This happens because we do not have proper tracking of the constant registers that are
751 * actually used, only the max limit of the shader version
753 FIXME("Cannot find a free uniform for vpos correction params\n");
754 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
755 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
756 device->render_offscreen ? 1.0 : -1.0);
758 shader_addline(buffer, "vec4 vpos;\n");
762 /* Declare texture samplers */
763 for (i = 0; i < This->baseShader.limits.sampler; i++) {
764 if (reg_maps->samplers[i]) {
766 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
767 switch (stype) {
769 case WINED3DSTT_1D:
770 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
771 break;
772 case WINED3DSTT_2D:
773 if(device->stateBlock->textures[i] &&
774 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
775 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
776 } else {
777 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
779 break;
780 case WINED3DSTT_CUBE:
781 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
782 break;
783 case WINED3DSTT_VOLUME:
784 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
785 break;
786 default:
787 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
788 FIXME("Unrecognized sampler type: %#x\n", stype);
789 break;
794 /* Declare address variables */
795 for (i = 0; i < This->baseShader.limits.address; i++) {
796 if (reg_maps->address[i])
797 shader_addline(buffer, "ivec4 A%d;\n", i);
800 /* Declare texture coordinate temporaries and initialize them */
801 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
802 if (reg_maps->texcoord[i])
803 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
806 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
807 * helper function shader that is linked in at link time
809 if (pshader && shader_version >= WINED3DPS_VERSION(3, 0))
811 if (use_vs(device->stateBlock))
813 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
814 } else {
815 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
816 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
817 * pixel shader that reads the fixed function color into the packed input registers.
819 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
823 /* Declare output register temporaries */
824 if(This->baseShader.limits.packed_output) {
825 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
828 /* Declare temporary variables */
829 for(i = 0; i < This->baseShader.limits.temporary; i++) {
830 if (reg_maps->temporary[i])
831 shader_addline(buffer, "vec4 R%u;\n", i);
834 /* Declare attributes */
835 for (i = 0; i < This->baseShader.limits.attributes; i++) {
836 if (reg_maps->attributes[i])
837 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
840 /* Declare loop registers aLx */
841 for (i = 0; i < reg_maps->loop_depth; i++) {
842 shader_addline(buffer, "int aL%u;\n", i);
843 shader_addline(buffer, "int tmpInt%u;\n", i);
846 /* Temporary variables for matrix operations */
847 shader_addline(buffer, "vec4 tmp0;\n");
848 shader_addline(buffer, "vec4 tmp1;\n");
850 /* Local constants use a different name so they can be loaded once at shader link time
851 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
852 * float -> string conversion can cause precision loss.
854 if(!This->baseShader.load_local_constsF) {
855 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
856 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
860 /* Start the main program */
861 shader_addline(buffer, "void main() {\n");
862 if(pshader && reg_maps->vpos) {
863 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
864 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
865 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
866 * precision troubles when we just substract 0.5.
868 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
870 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
872 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
873 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
874 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
875 * correctly on drivers that returns integer values.
877 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
881 /*****************************************************************************
882 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
884 * For more information, see http://wiki.winehq.org/DirectX-Shaders
885 ****************************************************************************/
887 /* Prototypes */
888 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
889 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
891 /** Used for opcode modifiers - They multiply the result by the specified amount */
892 static const char * const shift_glsl_tab[] = {
893 "", /* 0 (none) */
894 "2.0 * ", /* 1 (x2) */
895 "4.0 * ", /* 2 (x4) */
896 "8.0 * ", /* 3 (x8) */
897 "16.0 * ", /* 4 (x16) */
898 "32.0 * ", /* 5 (x32) */
899 "", /* 6 (x64) */
900 "", /* 7 (x128) */
901 "", /* 8 (d256) */
902 "", /* 9 (d128) */
903 "", /* 10 (d64) */
904 "", /* 11 (d32) */
905 "0.0625 * ", /* 12 (d16) */
906 "0.125 * ", /* 13 (d8) */
907 "0.25 * ", /* 14 (d4) */
908 "0.5 * " /* 15 (d2) */
911 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
912 static void shader_glsl_gen_modifier (
913 const DWORD instr,
914 const char *in_reg,
915 const char *in_regswizzle,
916 char *out_str) {
918 out_str[0] = 0;
920 if (instr == WINED3DSIO_TEXKILL)
921 return;
923 switch (instr & WINED3DSP_SRCMOD_MASK) {
924 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
925 case WINED3DSPSM_DW:
926 case WINED3DSPSM_NONE:
927 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
928 break;
929 case WINED3DSPSM_NEG:
930 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
931 break;
932 case WINED3DSPSM_NOT:
933 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
934 break;
935 case WINED3DSPSM_BIAS:
936 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
937 break;
938 case WINED3DSPSM_BIASNEG:
939 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
940 break;
941 case WINED3DSPSM_SIGN:
942 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
943 break;
944 case WINED3DSPSM_SIGNNEG:
945 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
946 break;
947 case WINED3DSPSM_COMP:
948 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
949 break;
950 case WINED3DSPSM_X2:
951 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
952 break;
953 case WINED3DSPSM_X2NEG:
954 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
955 break;
956 case WINED3DSPSM_ABS:
957 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
958 break;
959 case WINED3DSPSM_ABSNEG:
960 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
961 break;
962 default:
963 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
964 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
968 /** Writes the GLSL variable name that corresponds to the register that the
969 * DX opcode parameter is trying to access */
970 static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_token,
971 char *regstr, BOOL *is_color, const SHADER_OPCODE_ARG *arg)
973 /* oPos, oFog and oPts in D3D */
974 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
976 DWORD reg = param & WINED3DSP_REGNUM_MASK;
977 DWORD regtype = shader_get_regtype(param);
978 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
979 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
980 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
981 DWORD shader_version = This->baseShader.reg_maps.shader_version;
982 char pshader = shader_is_pshader_version(shader_version);
983 char tmpStr[150];
985 *is_color = FALSE;
987 switch (regtype) {
988 case WINED3DSPR_TEMP:
989 sprintf(tmpStr, "R%u", reg);
990 break;
991 case WINED3DSPR_INPUT:
992 if (pshader) {
993 /* Pixel shaders >= 3.0 */
994 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3)
996 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
998 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
999 glsl_src_param_t rel_param;
1000 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
1002 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1003 * operation there
1005 if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
1006 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1007 sprintf(tmpStr, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1008 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count - 1,
1009 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count,
1010 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
1011 } else {
1012 sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
1014 } else {
1015 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1016 sprintf(tmpStr, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1017 rel_param.param_str, in_count - 1,
1018 rel_param.param_str, in_count,
1019 rel_param.param_str);
1020 } else {
1021 sprintf(tmpStr, "IN[%s]", rel_param.param_str);
1024 } else {
1025 DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg];
1026 if (idx == in_count) {
1027 sprintf(tmpStr, "gl_Color");
1028 } else if (idx == in_count + 1) {
1029 sprintf(tmpStr, "gl_SecondaryColor");
1030 } else {
1031 sprintf(tmpStr, "IN[%u]", idx);
1034 } else {
1035 if (reg==0)
1036 strcpy(tmpStr, "gl_Color");
1037 else
1038 strcpy(tmpStr, "gl_SecondaryColor");
1040 } else {
1041 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << reg)) *is_color = TRUE;
1042 sprintf(tmpStr, "attrib%u", reg);
1044 break;
1045 case WINED3DSPR_CONST:
1047 const char prefix = pshader? 'P':'V';
1049 /* Relative addressing */
1050 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
1052 /* Relative addressing on shaders 2.0+ have a relative address token,
1053 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
1054 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
1056 glsl_src_param_t rel_param;
1057 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
1058 if(reg) {
1059 sprintf(tmpStr, "%cC[%s + %u]", prefix, rel_param.param_str, reg);
1060 } else {
1061 sprintf(tmpStr, "%cC[%s]", prefix, rel_param.param_str);
1063 } else {
1064 if(reg) {
1065 sprintf(tmpStr, "%cC[A0.x + %u]", prefix, reg);
1066 } else {
1067 sprintf(tmpStr, "%cC[A0.x]", prefix);
1071 } else {
1072 if(shader_constant_is_local(This, reg)) {
1073 sprintf(tmpStr, "%cLC%u", prefix, reg);
1074 } else {
1075 sprintf(tmpStr, "%cC[%u]", prefix, reg);
1079 break;
1081 case WINED3DSPR_CONSTINT:
1082 if (pshader)
1083 sprintf(tmpStr, "PI[%u]", reg);
1084 else
1085 sprintf(tmpStr, "VI[%u]", reg);
1086 break;
1087 case WINED3DSPR_CONSTBOOL:
1088 if (pshader)
1089 sprintf(tmpStr, "PB[%u]", reg);
1090 else
1091 sprintf(tmpStr, "VB[%u]", reg);
1092 break;
1093 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1094 if (pshader) {
1095 sprintf(tmpStr, "T%u", reg);
1096 } else {
1097 sprintf(tmpStr, "A%u", reg);
1099 break;
1100 case WINED3DSPR_LOOP:
1101 sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
1102 break;
1103 case WINED3DSPR_SAMPLER:
1104 if (pshader)
1105 sprintf(tmpStr, "Psampler%u", reg);
1106 else
1107 sprintf(tmpStr, "Vsampler%u", reg);
1108 break;
1109 case WINED3DSPR_COLOROUT:
1110 if (reg >= GL_LIMITS(buffers)) {
1111 WARN("Write to render target %u, only %d supported\n", reg, 4);
1113 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
1114 sprintf(tmpStr, "gl_FragData[%u]", reg);
1115 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1116 sprintf(tmpStr, "gl_FragColor");
1118 break;
1119 case WINED3DSPR_RASTOUT:
1120 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
1121 break;
1122 case WINED3DSPR_DEPTHOUT:
1123 sprintf(tmpStr, "gl_FragDepth");
1124 break;
1125 case WINED3DSPR_ATTROUT:
1126 if (reg == 0) {
1127 sprintf(tmpStr, "gl_FrontColor");
1128 } else {
1129 sprintf(tmpStr, "gl_FrontSecondaryColor");
1131 break;
1132 case WINED3DSPR_TEXCRDOUT:
1133 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1134 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) sprintf(tmpStr, "OUT[%u]", reg);
1135 else sprintf(tmpStr, "gl_TexCoord[%u]", reg);
1136 break;
1137 case WINED3DSPR_MISCTYPE:
1138 if (reg == 0) {
1139 /* vPos */
1140 sprintf(tmpStr, "vpos");
1141 } else if (reg == 1){
1142 /* Note that gl_FrontFacing is a bool, while vFace is
1143 * a float for which the sign determines front/back
1145 sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
1146 } else {
1147 FIXME("Unhandled misctype register %d\n", reg);
1148 sprintf(tmpStr, "unrecognized_register");
1150 break;
1151 default:
1152 FIXME("Unhandled register name Type(%d)\n", regtype);
1153 sprintf(tmpStr, "unrecognized_register");
1154 break;
1157 strcat(regstr, tmpStr);
1160 /* Get the GLSL write mask for the destination register */
1161 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
1162 char *ptr = write_mask;
1163 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
1165 if (shader_is_scalar(param)) {
1166 mask = WINED3DSP_WRITEMASK_0;
1167 } else {
1168 *ptr++ = '.';
1169 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1170 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1171 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1172 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1175 *ptr = '\0';
1177 return mask;
1180 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1181 unsigned int size = 0;
1183 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1184 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1185 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1186 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1188 return size;
1191 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
1192 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1193 * but addressed as "rgba". To fix this we need to swap the register's x
1194 * and z components. */
1195 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1196 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1197 char *ptr = swizzle_str;
1199 if (!shader_is_scalar(param)) {
1200 *ptr++ = '.';
1201 /* swizzle bits fields: wwzzyyxx */
1202 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
1203 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
1204 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
1205 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
1208 *ptr = '\0';
1211 /* From a given parameter token, generate the corresponding GLSL string.
1212 * Also, return the actual register name and swizzle in case the
1213 * caller needs this information as well. */
1214 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
1215 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param)
1217 BOOL is_color = FALSE;
1218 char swizzle_str[6];
1220 src_param->reg_name[0] = '\0';
1221 src_param->param_str[0] = '\0';
1222 swizzle_str[0] = '\0';
1224 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
1226 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
1227 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
1230 /* From a given parameter token, generate the corresponding GLSL string.
1231 * Also, return the actual register name and swizzle in case the
1232 * caller needs this information as well. */
1233 static DWORD shader_glsl_add_dst_param(const SHADER_OPCODE_ARG* arg, const DWORD param,
1234 const DWORD addr_token, glsl_dst_param_t *dst_param)
1236 BOOL is_color = FALSE;
1238 dst_param->mask_str[0] = '\0';
1239 dst_param->reg_name[0] = '\0';
1241 shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
1242 return shader_glsl_get_write_mask(param, dst_param->mask_str);
1245 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1246 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg, const DWORD param)
1248 glsl_dst_param_t dst_param;
1249 DWORD mask;
1250 int shift;
1252 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
1254 if(mask) {
1255 shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1256 shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
1259 return mask;
1262 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1263 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg)
1265 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
1268 /** Process GLSL instruction modifiers */
1269 void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG* arg)
1271 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
1273 if (arg->opcode->dst_token && mask != 0) {
1274 glsl_dst_param_t dst_param;
1276 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1278 if (mask & WINED3DSPDM_SATURATE) {
1279 /* _SAT means to clamp the value of the register to between 0 and 1 */
1280 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1281 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1283 if (mask & WINED3DSPDM_MSAMPCENTROID) {
1284 FIXME("_centroid modifier not handled\n");
1286 if (mask & WINED3DSPDM_PARTIALPRECISION) {
1287 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1292 static inline const char* shader_get_comp_op(
1293 const DWORD opcode) {
1295 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1296 switch (op) {
1297 case COMPARISON_GT: return ">";
1298 case COMPARISON_EQ: return "==";
1299 case COMPARISON_GE: return ">=";
1300 case COMPARISON_LT: return "<";
1301 case COMPARISON_NE: return "!=";
1302 case COMPARISON_LE: return "<=";
1303 default:
1304 FIXME("Unrecognized comparison value: %u\n", op);
1305 return "(\?\?)";
1309 static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1311 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1312 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1313 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1315 /* Note that there's no such thing as a projected cube texture. */
1316 switch(sampler_type) {
1317 case WINED3DSTT_1D:
1318 if(lod) {
1319 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1320 } else {
1321 sample_function->name = projected ? "texture1DProj" : "texture1D";
1323 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1324 break;
1325 case WINED3DSTT_2D:
1326 if(texrect) {
1327 if(lod) {
1328 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1329 } else {
1330 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1332 } else {
1333 if(lod) {
1334 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1335 } else {
1336 sample_function->name = projected ? "texture2DProj" : "texture2D";
1339 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1340 break;
1341 case WINED3DSTT_CUBE:
1342 if(lod) {
1343 sample_function->name = "textureCubeLod";
1344 } else {
1345 sample_function->name = "textureCube";
1347 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1348 break;
1349 case WINED3DSTT_VOLUME:
1350 if(lod) {
1351 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1352 } else {
1353 sample_function->name = projected ? "texture3DProj" : "texture3D";
1355 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1356 break;
1357 default:
1358 sample_function->name = "";
1359 sample_function->coord_mask = 0;
1360 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1361 break;
1365 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1366 BOOL sign_fixup, enum fixup_channel_source channel_source)
1368 switch(channel_source)
1370 case CHANNEL_SOURCE_ZERO:
1371 strcat(arguments, "0.0");
1372 break;
1374 case CHANNEL_SOURCE_ONE:
1375 strcat(arguments, "1.0");
1376 break;
1378 case CHANNEL_SOURCE_X:
1379 strcat(arguments, reg_name);
1380 strcat(arguments, ".x");
1381 break;
1383 case CHANNEL_SOURCE_Y:
1384 strcat(arguments, reg_name);
1385 strcat(arguments, ".y");
1386 break;
1388 case CHANNEL_SOURCE_Z:
1389 strcat(arguments, reg_name);
1390 strcat(arguments, ".z");
1391 break;
1393 case CHANNEL_SOURCE_W:
1394 strcat(arguments, reg_name);
1395 strcat(arguments, ".w");
1396 break;
1398 default:
1399 FIXME("Unhandled channel source %#x\n", channel_source);
1400 strcat(arguments, "undefined");
1401 break;
1404 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1407 static void shader_glsl_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup)
1409 unsigned int mask_size, remaining;
1410 glsl_dst_param_t dst_param;
1411 char arguments[256];
1412 DWORD mask;
1413 BOOL dummy;
1415 mask = 0;
1416 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1417 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1418 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1419 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1420 mask &= arg->dst;
1422 if (!mask) return; /* Nothing to do */
1424 if (is_yuv_fixup(fixup))
1426 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1427 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1428 return;
1431 mask_size = shader_glsl_get_write_mask_size(mask);
1433 dst_param.mask_str[0] = '\0';
1434 shader_glsl_get_write_mask(mask, dst_param.mask_str);
1436 dst_param.reg_name[0] = '\0';
1437 shader_glsl_get_register_name(arg->dst, arg->dst_addr, dst_param.reg_name, &dummy, arg);
1439 arguments[0] = '\0';
1440 remaining = mask_size;
1441 if (mask & WINED3DSP_WRITEMASK_0)
1443 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1444 if (--remaining) strcat(arguments, ", ");
1446 if (mask & WINED3DSP_WRITEMASK_1)
1448 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1449 if (--remaining) strcat(arguments, ", ");
1451 if (mask & WINED3DSP_WRITEMASK_2)
1453 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1454 if (--remaining) strcat(arguments, ", ");
1456 if (mask & WINED3DSP_WRITEMASK_3)
1458 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1459 if (--remaining) strcat(arguments, ", ");
1462 if (mask_size > 1)
1464 shader_addline(arg->buffer, "%s%s = vec%u(%s);\n",
1465 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1467 else
1469 shader_addline(arg->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1473 static void shader_glsl_gen_sample_code(const SHADER_OPCODE_ARG *arg, DWORD sampler, const char *coord_reg,
1474 const glsl_sample_function_t *sample_function, DWORD swizzle,
1475 const char *bias) {
1476 const char *sampler_base;
1477 char dst_swizzle[6];
1478 struct color_fixup_desc fixup;
1480 shader_glsl_get_swizzle(swizzle, FALSE, arg->dst, dst_swizzle);
1482 if(shader_is_pshader_version(arg->reg_maps->shader_version)) {
1483 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) arg->shader;
1484 fixup = This->cur_args->color_fixup[sampler];
1485 sampler_base = "Psampler";
1486 } else {
1487 sampler_base = "Vsampler";
1488 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1491 shader_glsl_append_dst(arg->buffer, arg);
1493 if(bias) {
1494 shader_addline(arg->buffer, "%s(%s%u, %s, %s)%s);\n",
1495 sample_function->name, sampler_base, sampler, coord_reg, bias, dst_swizzle);
1496 } else {
1497 shader_addline(arg->buffer, "%s(%s%u, %s)%s);\n",
1498 sample_function->name, sampler_base, sampler, coord_reg, dst_swizzle);
1501 if(!is_identity_fixup(fixup)) {
1502 shader_glsl_color_correction(arg, fixup);
1506 /*****************************************************************************
1508 * Begin processing individual instruction opcodes
1510 ****************************************************************************/
1512 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1513 static void shader_glsl_arith(const SHADER_OPCODE_ARG *arg)
1515 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1516 SHADER_BUFFER* buffer = arg->buffer;
1517 glsl_src_param_t src0_param;
1518 glsl_src_param_t src1_param;
1519 DWORD write_mask;
1520 char op;
1522 /* Determine the GLSL operator to use based on the opcode */
1523 switch (curOpcode->opcode) {
1524 case WINED3DSIO_MUL: op = '*'; break;
1525 case WINED3DSIO_ADD: op = '+'; break;
1526 case WINED3DSIO_SUB: op = '-'; break;
1527 default:
1528 op = ' ';
1529 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1530 break;
1533 write_mask = shader_glsl_append_dst(buffer, arg);
1534 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1535 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1536 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1539 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1540 static void shader_glsl_mov(const SHADER_OPCODE_ARG *arg)
1542 SHADER_BUFFER* buffer = arg->buffer;
1543 glsl_src_param_t src0_param;
1544 DWORD write_mask;
1546 write_mask = shader_glsl_append_dst(buffer, arg);
1547 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1549 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1550 * shader versions WINED3DSIO_MOVA is used for this. */
1551 if ((WINED3DSHADER_VERSION_MAJOR(arg->reg_maps->shader_version) == 1
1552 && !shader_is_pshader_version(arg->reg_maps->shader_version)
1553 && shader_get_regtype(arg->dst) == WINED3DSPR_ADDR))
1555 /* This is a simple floor() */
1556 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1557 if (mask_size > 1) {
1558 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1559 } else {
1560 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1562 } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
1563 /* We need to *round* to the nearest int here. */
1564 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1565 if (mask_size > 1) {
1566 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);
1567 } else {
1568 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1570 } else {
1571 shader_addline(buffer, "%s);\n", src0_param.param_str);
1575 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1576 static void shader_glsl_dot(const SHADER_OPCODE_ARG *arg)
1578 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1579 SHADER_BUFFER* buffer = arg->buffer;
1580 glsl_src_param_t src0_param;
1581 glsl_src_param_t src1_param;
1582 DWORD dst_write_mask, src_write_mask;
1583 unsigned int dst_size = 0;
1585 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1586 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1588 /* dp3 works on vec3, dp4 on vec4 */
1589 if (curOpcode->opcode == WINED3DSIO_DP4) {
1590 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1591 } else {
1592 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1595 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
1596 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
1598 if (dst_size > 1) {
1599 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1600 } else {
1601 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1605 /* Note that this instruction has some restrictions. The destination write mask
1606 * can't contain the w component, and the source swizzles have to be .xyzw */
1607 static void shader_glsl_cross(const SHADER_OPCODE_ARG *arg)
1609 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1610 glsl_src_param_t src0_param;
1611 glsl_src_param_t src1_param;
1612 char dst_mask[6];
1614 shader_glsl_get_write_mask(arg->dst, dst_mask);
1615 shader_glsl_append_dst(arg->buffer, arg);
1616 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1617 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1618 shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1621 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1622 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1623 * GLSL uses the value as-is. */
1624 static void shader_glsl_pow(const SHADER_OPCODE_ARG *arg)
1626 SHADER_BUFFER *buffer = arg->buffer;
1627 glsl_src_param_t src0_param;
1628 glsl_src_param_t src1_param;
1629 DWORD dst_write_mask;
1630 unsigned int dst_size;
1632 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1633 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1635 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1636 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1638 if (dst_size > 1) {
1639 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1640 } else {
1641 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1645 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1646 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1647 * GLSL uses the value as-is. */
1648 static void shader_glsl_log(const SHADER_OPCODE_ARG *arg)
1650 SHADER_BUFFER *buffer = arg->buffer;
1651 glsl_src_param_t src0_param;
1652 DWORD dst_write_mask;
1653 unsigned int dst_size;
1655 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1656 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1658 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1660 if (dst_size > 1) {
1661 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1662 } else {
1663 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1667 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1668 static void shader_glsl_map2gl(const SHADER_OPCODE_ARG *arg)
1670 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1671 SHADER_BUFFER* buffer = arg->buffer;
1672 glsl_src_param_t src_param;
1673 const char *instruction;
1674 char arguments[256];
1675 DWORD write_mask;
1676 unsigned i;
1678 /* Determine the GLSL function to use based on the opcode */
1679 /* TODO: Possibly make this a table for faster lookups */
1680 switch (curOpcode->opcode) {
1681 case WINED3DSIO_MIN: instruction = "min"; break;
1682 case WINED3DSIO_MAX: instruction = "max"; break;
1683 case WINED3DSIO_ABS: instruction = "abs"; break;
1684 case WINED3DSIO_FRC: instruction = "fract"; break;
1685 case WINED3DSIO_NRM: instruction = "normalize"; break;
1686 case WINED3DSIO_EXP: instruction = "exp2"; break;
1687 case WINED3DSIO_SGN: instruction = "sign"; break;
1688 case WINED3DSIO_DSX: instruction = "dFdx"; break;
1689 case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
1690 default: instruction = "";
1691 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1692 break;
1695 write_mask = shader_glsl_append_dst(buffer, arg);
1697 arguments[0] = '\0';
1698 if (curOpcode->num_params > 0) {
1699 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
1700 strcat(arguments, src_param.param_str);
1701 for (i = 2; i < curOpcode->num_params; ++i) {
1702 strcat(arguments, ", ");
1703 shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
1704 strcat(arguments, src_param.param_str);
1708 shader_addline(buffer, "%s(%s));\n", instruction, arguments);
1711 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1712 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1713 * dst.x = 2^(floor(src))
1714 * dst.y = src - floor(src)
1715 * dst.z = 2^src (partial precision is allowed, but optional)
1716 * dst.w = 1.0;
1717 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1718 * dst = 2^src; (partial precision is allowed, but optional)
1720 static void shader_glsl_expp(const SHADER_OPCODE_ARG *arg)
1722 glsl_src_param_t src_param;
1724 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1726 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(2,0))
1728 char dst_mask[6];
1730 shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1731 shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1732 shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1733 shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
1735 shader_glsl_append_dst(arg->buffer, arg);
1736 shader_glsl_get_write_mask(arg->dst, dst_mask);
1737 shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
1738 } else {
1739 DWORD write_mask;
1740 unsigned int mask_size;
1742 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1743 mask_size = shader_glsl_get_write_mask_size(write_mask);
1745 if (mask_size > 1) {
1746 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1747 } else {
1748 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1753 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1754 static void shader_glsl_rcp(const SHADER_OPCODE_ARG *arg)
1756 glsl_src_param_t src_param;
1757 DWORD write_mask;
1758 unsigned int mask_size;
1760 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1761 mask_size = shader_glsl_get_write_mask_size(write_mask);
1762 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1764 if (mask_size > 1) {
1765 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1766 } else {
1767 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1771 static void shader_glsl_rsq(const SHADER_OPCODE_ARG *arg)
1773 SHADER_BUFFER* buffer = arg->buffer;
1774 glsl_src_param_t src_param;
1775 DWORD write_mask;
1776 unsigned int mask_size;
1778 write_mask = shader_glsl_append_dst(buffer, arg);
1779 mask_size = shader_glsl_get_write_mask_size(write_mask);
1781 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1783 if (mask_size > 1) {
1784 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1785 } else {
1786 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1790 /** Process signed comparison opcodes in GLSL. */
1791 static void shader_glsl_compare(const SHADER_OPCODE_ARG *arg)
1793 glsl_src_param_t src0_param;
1794 glsl_src_param_t src1_param;
1795 DWORD write_mask;
1796 unsigned int mask_size;
1798 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1799 mask_size = shader_glsl_get_write_mask_size(write_mask);
1800 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1801 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1803 if (mask_size > 1) {
1804 const char *compare;
1806 switch(arg->opcode->opcode) {
1807 case WINED3DSIO_SLT: compare = "lessThan"; break;
1808 case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
1809 default: compare = "";
1810 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1813 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1814 src0_param.param_str, src1_param.param_str);
1815 } else {
1816 switch(arg->opcode->opcode) {
1817 case WINED3DSIO_SLT:
1818 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1819 * to return 0.0 but step returns 1.0 because step is not < x
1820 * An alternative is a bvec compare padded with an unused second component.
1821 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1822 * issue. Playing with not() is not possible either because not() does not accept
1823 * a scalar.
1825 shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
1826 break;
1827 case WINED3DSIO_SGE:
1828 /* Here we can use the step() function and safe a conditional */
1829 shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1830 break;
1831 default:
1832 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1838 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1839 static void shader_glsl_cmp(const SHADER_OPCODE_ARG *arg)
1841 glsl_src_param_t src0_param;
1842 glsl_src_param_t src1_param;
1843 glsl_src_param_t src2_param;
1844 DWORD write_mask, cmp_channel = 0;
1845 unsigned int i, j;
1846 char mask_char[6];
1847 BOOL temp_destination = FALSE;
1849 if(shader_is_scalar(arg->src[0])) {
1850 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1852 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1853 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1854 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1856 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1857 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1858 } else {
1859 DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
1860 DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1861 DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
1862 DWORD src0regtype = shader_get_regtype(arg->src[0]);
1863 DWORD src1regtype = shader_get_regtype(arg->src[1]);
1864 DWORD src2regtype = shader_get_regtype(arg->src[2]);
1865 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1866 DWORD dstregtype = shader_get_regtype(arg->dst);
1868 /* Cycle through all source0 channels */
1869 for (i=0; i<4; i++) {
1870 write_mask = 0;
1871 /* Find the destination channels which use the current source0 channel */
1872 for (j=0; j<4; j++) {
1873 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1874 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1875 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1879 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1880 * The first lines may overwrite source parameters of the following lines.
1881 * Deal with that by using a temporary destination register if needed
1883 if((src0reg == dstreg && src0regtype == dstregtype) ||
1884 (src1reg == dstreg && src1regtype == dstregtype) ||
1885 (src2reg == dstreg && src2regtype == dstregtype)) {
1887 write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
1888 if (!write_mask) continue;
1889 shader_addline(arg->buffer, "tmp0%s = (", mask_char);
1890 temp_destination = TRUE;
1891 } else {
1892 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1893 if (!write_mask) continue;
1896 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1897 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1898 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1900 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1901 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1904 if(temp_destination) {
1905 shader_glsl_get_write_mask(arg->dst, mask_char);
1906 shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
1907 shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
1913 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1914 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1915 * the compare is done per component of src0. */
1916 static void shader_glsl_cnd(const SHADER_OPCODE_ARG *arg)
1918 glsl_src_param_t src0_param;
1919 glsl_src_param_t src1_param;
1920 glsl_src_param_t src2_param;
1921 DWORD write_mask, cmp_channel = 0;
1922 unsigned int i, j;
1924 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(1, 4))
1926 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1927 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1928 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1929 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1931 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1932 if(arg->opcode_token & WINED3DSI_COISSUE) {
1933 shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
1934 } else {
1935 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1936 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1938 return;
1940 /* Cycle through all source0 channels */
1941 for (i=0; i<4; i++) {
1942 write_mask = 0;
1943 /* Find the destination channels which use the current source0 channel */
1944 for (j=0; j<4; j++) {
1945 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1946 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1947 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1950 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1951 if (!write_mask) continue;
1953 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1954 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1955 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1957 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1958 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1962 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1963 static void shader_glsl_mad(const SHADER_OPCODE_ARG *arg)
1965 glsl_src_param_t src0_param;
1966 glsl_src_param_t src1_param;
1967 glsl_src_param_t src2_param;
1968 DWORD write_mask;
1970 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1971 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1972 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1973 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1974 shader_addline(arg->buffer, "(%s * %s) + %s);\n",
1975 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1978 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1979 Vertex shaders to GLSL codes */
1980 static void shader_glsl_mnxn(const SHADER_OPCODE_ARG *arg)
1982 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1983 const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins;
1984 DWORD shader_version = arg->reg_maps->shader_version;
1985 int i;
1986 int nComponents = 0;
1987 SHADER_OPCODE_ARG tmpArg;
1989 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1991 /* Set constants for the temporary argument */
1992 tmpArg.shader = arg->shader;
1993 tmpArg.buffer = arg->buffer;
1994 tmpArg.src[0] = arg->src[0];
1995 tmpArg.src_addr[0] = arg->src_addr[0];
1996 tmpArg.src_addr[1] = arg->src_addr[1];
1997 tmpArg.reg_maps = arg->reg_maps;
1999 switch(arg->opcode->opcode) {
2000 case WINED3DSIO_M4x4:
2001 nComponents = 4;
2002 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
2003 break;
2004 case WINED3DSIO_M4x3:
2005 nComponents = 3;
2006 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
2007 break;
2008 case WINED3DSIO_M3x4:
2009 nComponents = 4;
2010 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
2011 break;
2012 case WINED3DSIO_M3x3:
2013 nComponents = 3;
2014 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
2015 break;
2016 case WINED3DSIO_M3x2:
2017 nComponents = 2;
2018 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
2019 break;
2020 default:
2021 break;
2024 for (i = 0; i < nComponents; i++) {
2025 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
2026 tmpArg.src[1] = arg->src[1]+i;
2027 shader_glsl_dot(&tmpArg);
2032 The LRP instruction performs a component-wise linear interpolation
2033 between the second and third operands using the first operand as the
2034 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2035 This is equivalent to mix(src2, src1, src0);
2037 static void shader_glsl_lrp(const SHADER_OPCODE_ARG *arg)
2039 glsl_src_param_t src0_param;
2040 glsl_src_param_t src1_param;
2041 glsl_src_param_t src2_param;
2042 DWORD write_mask;
2044 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2046 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
2047 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
2048 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
2050 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
2051 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2054 /** Process the WINED3DSIO_LIT instruction in GLSL:
2055 * dst.x = dst.w = 1.0
2056 * dst.y = (src0.x > 0) ? src0.x
2057 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2058 * where src.w is clamped at +- 128
2060 static void shader_glsl_lit(const SHADER_OPCODE_ARG *arg)
2062 glsl_src_param_t src0_param;
2063 glsl_src_param_t src1_param;
2064 glsl_src_param_t src3_param;
2065 char dst_mask[6];
2067 shader_glsl_append_dst(arg->buffer, arg);
2068 shader_glsl_get_write_mask(arg->dst, dst_mask);
2070 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2071 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
2072 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
2074 /* The sdk specifies the instruction like this
2075 * dst.x = 1.0;
2076 * if(src.x > 0.0) dst.y = src.x
2077 * else dst.y = 0.0.
2078 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2079 * else dst.z = 0.0;
2080 * dst.w = 1.0;
2082 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2083 * dst.x = 1.0 ... No further explanation needed
2084 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2085 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2086 * dst.w = 1.0. ... Nothing fancy.
2088 * So we still have one conditional in there. So do this:
2089 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2091 * 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),
2092 * 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.
2093 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2095 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",
2096 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2099 /** Process the WINED3DSIO_DST instruction in GLSL:
2100 * dst.x = 1.0
2101 * dst.y = src0.x * src0.y
2102 * dst.z = src0.z
2103 * dst.w = src1.w
2105 static void shader_glsl_dst(const SHADER_OPCODE_ARG *arg)
2107 glsl_src_param_t src0y_param;
2108 glsl_src_param_t src0z_param;
2109 glsl_src_param_t src1y_param;
2110 glsl_src_param_t src1w_param;
2111 char dst_mask[6];
2113 shader_glsl_append_dst(arg->buffer, arg);
2114 shader_glsl_get_write_mask(arg->dst, dst_mask);
2116 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2117 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2118 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2119 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2121 shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2122 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2125 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2126 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2127 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2129 * dst.x = cos(src0.?)
2130 * dst.y = sin(src0.?)
2131 * dst.z = dst.z
2132 * dst.w = dst.w
2134 static void shader_glsl_sincos(const SHADER_OPCODE_ARG *arg)
2136 glsl_src_param_t src0_param;
2137 DWORD write_mask;
2139 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2140 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2142 switch (write_mask) {
2143 case WINED3DSP_WRITEMASK_0:
2144 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
2145 break;
2147 case WINED3DSP_WRITEMASK_1:
2148 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
2149 break;
2151 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2152 shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2153 break;
2155 default:
2156 ERR("Write mask should be .x, .y or .xy\n");
2157 break;
2161 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2162 * Start a for() loop where src1.y is the initial value of aL,
2163 * increment aL by src1.z for a total of src1.x iterations.
2164 * Need to use a temporary variable for this operation.
2166 /* FIXME: I don't think nested loops will work correctly this way. */
2167 static void shader_glsl_loop(const SHADER_OPCODE_ARG *arg)
2169 glsl_src_param_t src1_param;
2170 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2171 DWORD regtype = shader_get_regtype(arg->src[1]);
2172 DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
2173 const DWORD *control_values = NULL;
2174 const local_constant *constant;
2176 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2178 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2179 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2180 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2181 * addressing.
2183 if(regtype == WINED3DSPR_CONSTINT) {
2184 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2185 if(constant->idx == reg) {
2186 control_values = constant->value;
2187 break;
2192 if(control_values) {
2193 if(control_values[2] > 0) {
2194 shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2195 shader->baseShader.cur_loop_depth, control_values[1],
2196 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2197 shader->baseShader.cur_loop_depth, control_values[2]);
2198 } else if(control_values[2] == 0) {
2199 shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2200 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2201 shader->baseShader.cur_loop_depth, control_values[0],
2202 shader->baseShader.cur_loop_depth);
2203 } else {
2204 shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2205 shader->baseShader.cur_loop_depth, control_values[1],
2206 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2207 shader->baseShader.cur_loop_depth, control_values[2]);
2209 } else {
2210 shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2211 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2212 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2213 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2216 shader->baseShader.cur_loop_depth++;
2217 shader->baseShader.cur_loop_regno++;
2220 static void shader_glsl_end(const SHADER_OPCODE_ARG *arg)
2222 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2224 shader_addline(arg->buffer, "}\n");
2226 if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
2227 shader->baseShader.cur_loop_depth--;
2228 shader->baseShader.cur_loop_regno--;
2230 if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
2231 shader->baseShader.cur_loop_depth--;
2235 static void shader_glsl_rep(const SHADER_OPCODE_ARG *arg)
2237 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2238 glsl_src_param_t src0_param;
2240 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2241 shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2242 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2243 src0_param.param_str, shader->baseShader.cur_loop_depth);
2244 shader->baseShader.cur_loop_depth++;
2247 static void shader_glsl_if(const SHADER_OPCODE_ARG *arg)
2249 glsl_src_param_t src0_param;
2251 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2252 shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
2255 static void shader_glsl_ifc(const SHADER_OPCODE_ARG *arg)
2257 glsl_src_param_t src0_param;
2258 glsl_src_param_t src1_param;
2260 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2261 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2263 shader_addline(arg->buffer, "if (%s %s %s) {\n",
2264 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2267 static void shader_glsl_else(const SHADER_OPCODE_ARG *arg)
2269 shader_addline(arg->buffer, "} else {\n");
2272 static void shader_glsl_break(const SHADER_OPCODE_ARG *arg)
2274 shader_addline(arg->buffer, "break;\n");
2277 /* FIXME: According to MSDN the compare is done per component. */
2278 static void shader_glsl_breakc(const SHADER_OPCODE_ARG *arg)
2280 glsl_src_param_t src0_param;
2281 glsl_src_param_t src1_param;
2283 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2284 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2286 shader_addline(arg->buffer, "if (%s %s %s) break;\n",
2287 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2290 static void shader_glsl_label(const SHADER_OPCODE_ARG *arg)
2293 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2294 shader_addline(arg->buffer, "}\n");
2295 shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
2298 static void shader_glsl_call(const SHADER_OPCODE_ARG *arg)
2300 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2301 shader_addline(arg->buffer, "subroutine%u();\n", snum);
2304 static void shader_glsl_callnz(const SHADER_OPCODE_ARG *arg)
2306 glsl_src_param_t src1_param;
2308 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2309 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2310 shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
2313 /*********************************************
2314 * Pixel Shader Specific Code begins here
2315 ********************************************/
2316 static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
2318 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2319 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2320 DWORD shader_version = arg->reg_maps->shader_version;
2321 glsl_sample_function_t sample_function;
2322 DWORD sample_flags = 0;
2323 DWORD sampler_type;
2324 DWORD sampler_idx;
2325 DWORD mask = 0, swizzle;
2327 /* 1.0-1.4: Use destination register as sampler source.
2328 * 2.0+: Use provided sampler source. */
2329 if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2330 else sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2331 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2333 if (shader_version < WINED3DPS_VERSION(1,4))
2335 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2337 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2338 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2339 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2340 switch (flags & ~WINED3DTTFF_PROJECTED) {
2341 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2342 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2343 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2344 case WINED3DTTFF_COUNT4:
2345 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2349 else if (shader_version < WINED3DPS_VERSION(2,0))
2351 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2353 if (src_mod == WINED3DSPSM_DZ) {
2354 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2355 mask = WINED3DSP_WRITEMASK_2;
2356 } else if (src_mod == WINED3DSPSM_DW) {
2357 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2358 mask = WINED3DSP_WRITEMASK_3;
2360 } else {
2361 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
2362 /* ps 2.0 texldp instruction always divides by the fourth component. */
2363 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2364 mask = WINED3DSP_WRITEMASK_3;
2368 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2369 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2370 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2373 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2374 mask |= sample_function.coord_mask;
2376 if (shader_version < WINED3DPS_VERSION(2,0)) swizzle = WINED3DVS_NOSWIZZLE;
2377 else swizzle = arg->src[1] & WINED3DSP_SWIZZLE_MASK;
2379 /* 1.0-1.3: Use destination register as coordinate source.
2380 1.4+: Use provided coordinate source register. */
2381 if (shader_version < WINED3DPS_VERSION(1,4))
2383 char coord_mask[6], srcreg[12];
2384 shader_glsl_get_write_mask(mask, coord_mask);
2385 sprintf(srcreg, "T%u%s", sampler_idx, coord_mask);
2386 shader_glsl_gen_sample_code(arg, sampler_idx, srcreg, &sample_function, swizzle, NULL);
2387 } else {
2388 glsl_src_param_t coord_param;
2389 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
2390 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
2391 glsl_src_param_t bias;
2392 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
2393 shader_glsl_gen_sample_code(arg, sampler_idx, coord_param.param_str, &sample_function,
2394 swizzle, bias.param_str);
2395 } else {
2396 shader_glsl_gen_sample_code(arg, sampler_idx, coord_param.param_str, &sample_function,
2397 swizzle, NULL);
2402 static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
2404 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
2405 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2406 glsl_sample_function_t sample_function;
2407 glsl_src_param_t coord_param, lod_param;
2408 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2409 DWORD sampler_type;
2410 DWORD sampler_idx;
2411 DWORD swizzle = arg->src[1] & WINED3DSP_SWIZZLE_MASK;
2413 shader_glsl_append_dst(arg->buffer, arg);
2415 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2416 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2417 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2418 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2419 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2421 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2422 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param);
2424 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
2426 if (shader_is_pshader_version(arg->reg_maps->shader_version))
2428 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2429 * However, they seem to work just fine in fragment shaders as well. */
2430 WARN("Using %s in fragment shader.\n", sample_function.name);
2432 shader_glsl_gen_sample_code(arg, sampler_idx, coord_param.param_str,
2433 &sample_function, swizzle,
2434 lod_param.param_str);
2437 static void pshader_glsl_texcoord(const SHADER_OPCODE_ARG *arg)
2439 /* FIXME: Make this work for more than just 2D textures */
2440 SHADER_BUFFER* buffer = arg->buffer;
2441 DWORD write_mask;
2442 char dst_mask[6];
2444 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2445 shader_glsl_get_write_mask(write_mask, dst_mask);
2447 if (arg->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
2449 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2450 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
2451 } else {
2452 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
2453 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2454 char dst_swizzle[6];
2456 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
2458 if (src_mod == WINED3DSPSM_DZ) {
2459 glsl_src_param_t div_param;
2460 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2461 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
2463 if (mask_size > 1) {
2464 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2465 } else {
2466 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2468 } else if (src_mod == WINED3DSPSM_DW) {
2469 glsl_src_param_t div_param;
2470 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2471 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
2473 if (mask_size > 1) {
2474 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2475 } else {
2476 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2478 } else {
2479 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2484 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2485 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2486 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2487 static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
2489 glsl_src_param_t src0_param;
2490 char coord_param[64];
2491 glsl_sample_function_t sample_function;
2492 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2493 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2494 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2495 UINT mask_size;
2497 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2499 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2500 * scalar, and projected sampling would require 4.
2502 * It is a dependent read - not valid with conditional NP2 textures
2504 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2505 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
2507 switch(mask_size)
2509 case 1:
2510 sprintf(coord_param, "dot(gl_TexCoord[%u].xyz, %s)",
2511 sampler_idx, src0_param.param_str);
2512 break;
2514 case 2:
2515 sprintf(coord_param, "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)",
2516 sampler_idx, src0_param.param_str);
2517 break;
2519 case 3:
2520 sprintf(coord_param, "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)",
2521 sampler_idx, src0_param.param_str);
2522 break;
2524 default:
2525 FIXME("Unexpected mask size %u\n", mask_size);
2526 break;
2528 shader_glsl_gen_sample_code(arg, sampler_idx, coord_param,
2529 &sample_function, WINED3DVS_NOSWIZZLE,
2530 NULL);
2533 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2534 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2535 static void pshader_glsl_texdp3(const SHADER_OPCODE_ARG *arg)
2537 glsl_src_param_t src0_param;
2538 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2539 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2540 DWORD dst_mask;
2541 unsigned int mask_size;
2543 dst_mask = shader_glsl_append_dst(arg->buffer, arg);
2544 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2545 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2547 if (mask_size > 1) {
2548 shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2549 } else {
2550 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2554 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2555 * Calculate the depth as dst.x / dst.y */
2556 static void pshader_glsl_texdepth(const SHADER_OPCODE_ARG *arg)
2558 glsl_dst_param_t dst_param;
2560 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2562 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2563 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2564 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2565 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2566 * >= 1.0 or < 0.0
2568 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);
2571 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2572 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2573 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2574 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2576 static void pshader_glsl_texm3x2depth(const SHADER_OPCODE_ARG *arg)
2578 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2579 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2580 glsl_src_param_t src0_param;
2582 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2584 shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2585 shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2588 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2589 * Calculate the 1st of a 2-row matrix multiplication. */
2590 static void pshader_glsl_texm3x2pad(const SHADER_OPCODE_ARG *arg)
2592 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2593 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2594 SHADER_BUFFER* buffer = arg->buffer;
2595 glsl_src_param_t src0_param;
2597 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2598 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2601 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2602 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2603 static void pshader_glsl_texm3x3pad(const SHADER_OPCODE_ARG* arg)
2605 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2606 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2607 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2608 SHADER_BUFFER* buffer = arg->buffer;
2609 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2610 glsl_src_param_t src0_param;
2612 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2613 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2614 current_state->texcoord_w[current_state->current_row++] = reg;
2617 static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG *arg)
2619 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2620 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2621 SHADER_BUFFER* buffer = arg->buffer;
2622 glsl_src_param_t src0_param;
2623 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2624 glsl_sample_function_t sample_function;
2626 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2627 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2629 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2631 /* Sample the texture using the calculated coordinates */
2632 shader_glsl_gen_sample_code(arg, reg, "tmp0.xy",
2633 &sample_function, WINED3DVS_NOSWIZZLE,
2634 NULL);
2637 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2638 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2639 static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg)
2641 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2642 glsl_src_param_t src0_param;
2643 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2644 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2645 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2646 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2647 glsl_sample_function_t sample_function;
2649 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2650 shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2652 /* Dependent read, not valid with conditional NP2 */
2653 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2655 /* Sample the texture using the calculated coordinates */
2656 shader_glsl_gen_sample_code(arg, reg, "tmp0.xyz",
2657 &sample_function, WINED3DVS_NOSWIZZLE,
2658 NULL);
2660 current_state->current_row = 0;
2663 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2664 * Perform the 3rd row of a 3x3 matrix multiply */
2665 static void pshader_glsl_texm3x3(const SHADER_OPCODE_ARG *arg)
2667 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2668 glsl_src_param_t src0_param;
2669 char dst_mask[6];
2670 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2671 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2672 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2674 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2676 shader_glsl_append_dst(arg->buffer, arg);
2677 shader_glsl_get_write_mask(arg->dst, dst_mask);
2678 shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2680 current_state->current_row = 0;
2683 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2684 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2685 static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg)
2687 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2688 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2689 glsl_src_param_t src0_param;
2690 glsl_src_param_t src1_param;
2691 SHADER_BUFFER* buffer = arg->buffer;
2692 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2693 DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2694 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2695 glsl_sample_function_t sample_function;
2697 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2698 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
2700 /* Perform the last matrix multiply operation */
2701 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2702 /* Reflection calculation */
2703 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2705 /* Dependent read, not valid with conditional NP2 */
2706 shader_glsl_get_sample_function(stype, 0, &sample_function);
2708 /* Sample the texture */
2709 shader_glsl_gen_sample_code(arg, reg, "tmp0.xyz",
2710 &sample_function, WINED3DVS_NOSWIZZLE,
2711 NULL);
2713 current_state->current_row = 0;
2716 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2717 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2718 static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
2720 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2721 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2722 SHADER_BUFFER* buffer = arg->buffer;
2723 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2724 glsl_src_param_t src0_param;
2725 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2726 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2727 glsl_sample_function_t sample_function;
2729 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2731 /* Perform the last matrix multiply operation */
2732 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2734 /* Construct the eye-ray vector from w coordinates */
2735 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2736 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2737 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2739 /* Dependent read, not valid with conditional NP2 */
2740 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2742 /* Sample the texture using the calculated coordinates */
2743 shader_glsl_gen_sample_code(arg, reg, "tmp0.xyz",
2744 &sample_function, WINED3DVS_NOSWIZZLE,
2745 NULL);
2747 current_state->current_row = 0;
2750 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2751 * Apply a fake bump map transform.
2752 * texbem is pshader <= 1.3 only, this saves a few version checks
2754 static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg)
2756 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2757 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2758 char coord[128];
2759 glsl_sample_function_t sample_function;
2760 glsl_src_param_t coord_param;
2761 DWORD sampler_type;
2762 DWORD sampler_idx;
2763 DWORD mask;
2764 DWORD flags;
2765 char coord_mask[6];
2767 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2768 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2770 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2771 /* Dependent read, not valid with conditional NP2 */
2772 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2773 mask = sample_function.coord_mask;
2775 shader_glsl_get_write_mask(mask, coord_mask);
2777 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2778 * so we can't let the GL handle this.
2780 if (flags & WINED3DTTFF_PROJECTED) {
2781 DWORD div_mask=0;
2782 char coord_div_mask[3];
2783 switch (flags & ~WINED3DTTFF_PROJECTED) {
2784 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2785 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2786 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2787 case WINED3DTTFF_COUNT4:
2788 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2790 shader_glsl_get_write_mask(div_mask, coord_div_mask);
2791 shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2794 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
2796 sprintf(coord, "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s",
2797 sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask);
2798 shader_glsl_gen_sample_code(arg, sampler_idx, coord,
2799 &sample_function, WINED3DVS_NOSWIZZLE,
2800 NULL);
2802 if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
2803 glsl_src_param_t luminance_param;
2804 glsl_dst_param_t dst_param;
2806 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2807 shader_glsl_add_dst_param(arg, arg->dst, arg->dst_addr, &dst_param);
2809 shader_addline(arg->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
2810 dst_param.reg_name, dst_param.mask_str,
2811 luminance_param.param_str, sampler_idx, sampler_idx);
2815 static void pshader_glsl_bem(const SHADER_OPCODE_ARG *arg)
2817 glsl_src_param_t src0_param, src1_param;
2818 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2820 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
2821 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
2823 shader_glsl_append_dst(arg->buffer, arg);
2824 shader_addline(arg->buffer, "%s + bumpenvmat%d * %s);\n",
2825 src0_param.param_str, sampler_idx, src1_param.param_str);
2828 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2829 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2830 static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG *arg)
2832 glsl_src_param_t src0_param;
2833 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2834 char src[16];
2835 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2836 glsl_sample_function_t sample_function;
2838 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2840 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2841 sprintf(src, "%s.wx", src0_param.reg_name);
2842 shader_glsl_gen_sample_code(arg, sampler_idx, src,
2843 &sample_function, WINED3DVS_NOSWIZZLE,
2844 NULL);
2847 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2848 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2849 static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG *arg)
2851 glsl_src_param_t src0_param;
2852 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2853 char src[16];
2854 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2855 glsl_sample_function_t sample_function;
2857 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2859 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2860 sprintf(src, "%s.yz", src0_param.reg_name);
2861 shader_glsl_gen_sample_code(arg, sampler_idx, src,
2862 &sample_function, WINED3DVS_NOSWIZZLE,
2863 NULL);
2866 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2867 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2868 static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg)
2870 glsl_src_param_t src0_param;
2871 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2872 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2873 glsl_sample_function_t sample_function;
2875 /* Dependent read, not valid with conditional NP2 */
2876 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2877 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
2879 shader_glsl_gen_sample_code(arg, sampler_idx, src0_param.param_str,
2880 &sample_function, WINED3DVS_NOSWIZZLE,
2881 NULL);
2884 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2885 * If any of the first 3 components are < 0, discard this pixel */
2886 static void pshader_glsl_texkill(const SHADER_OPCODE_ARG *arg)
2888 glsl_dst_param_t dst_param;
2890 /* The argument is a destination parameter, and no writemasks are allowed */
2891 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2892 if ((arg->reg_maps->shader_version >= WINED3DPS_VERSION(2,0)))
2894 /* 2.0 shaders compare all 4 components in texkill */
2895 shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2896 } else {
2897 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2898 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2899 * 4 components are defined, only the first 3 are used
2901 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2905 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2906 * dst = dot2(src0, src1) + src2 */
2907 static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG *arg)
2909 glsl_src_param_t src0_param;
2910 glsl_src_param_t src1_param;
2911 glsl_src_param_t src2_param;
2912 DWORD write_mask;
2913 unsigned int mask_size;
2915 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2916 mask_size = shader_glsl_get_write_mask_size(write_mask);
2918 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2919 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2920 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
2922 if (mask_size > 1) {
2923 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);
2924 } else {
2925 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
2929 static void pshader_glsl_input_pack(SHADER_BUFFER* buffer, const struct semantic* semantics_in,
2930 IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
2932 unsigned int i;
2933 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2935 for (i = 0; i < MAX_REG_INPUT; i++) {
2937 DWORD usage_token = semantics_in[i].usage;
2938 DWORD register_token = semantics_in[i].reg;
2939 DWORD usage, usage_idx;
2940 char reg_mask[6];
2942 /* Uninitialized */
2943 if (!usage_token) continue;
2944 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2945 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2946 shader_glsl_get_write_mask(register_token, reg_mask);
2948 switch(usage) {
2950 case WINED3DDECLUSAGE_TEXCOORD:
2951 if(usage_idx < 8 && vertexprocessing == pretransformed) {
2952 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2953 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
2954 } else {
2955 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2956 This->input_reg_map[i], reg_mask, reg_mask);
2958 break;
2960 case WINED3DDECLUSAGE_COLOR:
2961 if (usage_idx == 0)
2962 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
2963 This->input_reg_map[i], reg_mask, reg_mask);
2964 else if (usage_idx == 1)
2965 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2966 This->input_reg_map[i], reg_mask, reg_mask);
2967 else
2968 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2969 This->input_reg_map[i], reg_mask, reg_mask);
2970 break;
2972 default:
2973 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2974 This->input_reg_map[i], reg_mask, reg_mask);
2979 /*********************************************
2980 * Vertex Shader Specific Code begins here
2981 ********************************************/
2983 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
2984 glsl_program_key_t *key;
2986 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2987 key->vshader = entry->vshader;
2988 key->pshader = entry->pshader;
2989 key->vs_args = entry->vs_args;
2990 key->ps_args = entry->ps_args;
2992 hash_table_put(priv->glsl_program_lookup, key, entry);
2995 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
2996 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
2997 struct ps_compile_args *ps_args) {
2998 glsl_program_key_t key;
3000 key.vshader = vshader;
3001 key.pshader = pshader;
3002 key.vs_args = *vs_args;
3003 key.ps_args = *ps_args;
3005 return hash_table_get(priv->glsl_program_lookup, &key);
3008 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
3009 struct glsl_shader_prog_link *entry)
3011 glsl_program_key_t *key;
3013 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
3014 key->vshader = entry->vshader;
3015 key->pshader = entry->pshader;
3016 key->vs_args = entry->vs_args;
3017 key->ps_args = entry->ps_args;
3018 hash_table_remove(priv->glsl_program_lookup, key);
3020 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3021 if (entry->vshader) list_remove(&entry->vshader_entry);
3022 if (entry->pshader) list_remove(&entry->pshader_entry);
3023 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3024 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3025 HeapFree(GetProcessHeap(), 0, entry);
3028 static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *semantics_in,
3029 const struct semantic *semantics_out, const WineD3D_GL_Info *gl_info, const DWORD *map)
3031 unsigned int i, j;
3032 DWORD usage_token, usage_token_out;
3033 DWORD register_token, register_token_out;
3034 DWORD usage, usage_idx, usage_out, usage_idx_out;
3035 DWORD *set;
3036 DWORD in_idx;
3037 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
3038 char reg_mask[6], reg_mask_out[6];
3039 char destination[50];
3041 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3043 if (!semantics_out) {
3044 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3045 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3046 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3049 for(i = 0; i < MAX_REG_INPUT; i++) {
3050 usage_token = semantics_in[i].usage;
3051 if (!usage_token) continue;
3053 in_idx = map[i];
3054 if (in_idx >= (in_count + 2)) {
3055 FIXME("More input varyings declared than supported, expect issues\n");
3056 continue;
3057 } else if(map[i] == -1) {
3058 /* Declared, but not read register */
3059 continue;
3062 if (in_idx == in_count) {
3063 sprintf(destination, "gl_FrontColor");
3064 } else if (in_idx == in_count + 1) {
3065 sprintf(destination, "gl_FrontSecondaryColor");
3066 } else {
3067 sprintf(destination, "IN[%u]", in_idx);
3070 register_token = semantics_in[i].reg;
3072 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3073 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3074 set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
3076 if(!semantics_out) {
3077 switch(usage) {
3078 case WINED3DDECLUSAGE_COLOR:
3079 if (usage_idx == 0)
3080 shader_addline(buffer, "%s%s = front_color%s;\n",
3081 destination, reg_mask, reg_mask);
3082 else if (usage_idx == 1)
3083 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3084 destination, reg_mask, reg_mask);
3085 else
3086 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3087 destination, reg_mask, reg_mask);
3088 break;
3090 case WINED3DDECLUSAGE_TEXCOORD:
3091 if (usage_idx < 8) {
3092 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3093 destination, reg_mask, usage_idx, reg_mask);
3094 } else {
3095 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3096 destination, reg_mask, reg_mask);
3098 break;
3100 case WINED3DDECLUSAGE_FOG:
3101 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3102 destination, reg_mask, reg_mask);
3103 break;
3105 default:
3106 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3107 destination, reg_mask, reg_mask);
3109 } else {
3110 BOOL found = FALSE;
3111 for(j = 0; j < MAX_REG_OUTPUT; j++) {
3112 usage_token_out = semantics_out[j].usage;
3113 if (!usage_token_out) continue;
3114 register_token_out = semantics_out[j].reg;
3116 usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3117 usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3118 shader_glsl_get_write_mask(register_token_out, reg_mask_out);
3120 if(usage == usage_out &&
3121 usage_idx == usage_idx_out) {
3122 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3123 destination, reg_mask, j, reg_mask);
3124 found = TRUE;
3127 if(!found) {
3128 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3129 destination, reg_mask, reg_mask);
3134 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3135 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3136 * input varyings are assigned above, if the optimizer works properly.
3138 for(i = 0; i < in_count + 2; i++) {
3139 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
3140 unsigned int size = 0;
3141 memset(reg_mask, 0, sizeof(reg_mask));
3142 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3143 reg_mask[size] = 'x';
3144 size++;
3146 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3147 reg_mask[size] = 'y';
3148 size++;
3150 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3151 reg_mask[size] = 'z';
3152 size++;
3154 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3155 reg_mask[size] = 'w';
3156 size++;
3159 if (i == in_count) {
3160 sprintf(destination, "gl_FrontColor");
3161 } else if (i == in_count + 1) {
3162 sprintf(destination, "gl_FrontSecondaryColor");
3163 } else {
3164 sprintf(destination, "IN[%u]", i);
3167 if (size == 1) {
3168 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3169 } else {
3170 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3175 HeapFree(GetProcessHeap(), 0, set);
3178 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
3179 IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
3181 GLhandleARB ret = 0;
3182 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3183 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3184 IWineD3DDeviceImpl *device;
3185 DWORD vs_major = WINED3DSHADER_VERSION_MAJOR(vs->baseShader.reg_maps.shader_version);
3186 DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.reg_maps.shader_version) : 0;
3187 unsigned int i;
3188 SHADER_BUFFER buffer;
3189 DWORD usage_token;
3190 DWORD register_token;
3191 DWORD usage, usage_idx, writemask;
3192 char reg_mask[6];
3193 const struct semantic *semantics_out, *semantics_in;
3195 shader_buffer_init(&buffer);
3197 shader_addline(&buffer, "#version 120\n");
3199 if(vs_major < 3 && ps_major < 3) {
3200 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3201 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3203 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3204 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
3205 !device->frag_pipe->ffp_proj_control) {
3206 shader_addline(&buffer, "void order_ps_input() {\n");
3207 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3208 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3209 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3210 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3213 shader_addline(&buffer, "}\n");
3214 } else {
3215 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
3217 } else if(ps_major < 3 && vs_major >= 3) {
3218 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3219 semantics_out = vs->semantics_out;
3221 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3222 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3223 usage_token = semantics_out[i].usage;
3224 if (!usage_token) continue;
3225 register_token = semantics_out[i].reg;
3227 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3228 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3229 writemask = shader_glsl_get_write_mask(register_token, reg_mask);
3231 switch(usage) {
3232 case WINED3DDECLUSAGE_COLOR:
3233 if (usage_idx == 0)
3234 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3235 else if (usage_idx == 1)
3236 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3237 break;
3239 case WINED3DDECLUSAGE_POSITION:
3240 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3241 break;
3243 case WINED3DDECLUSAGE_TEXCOORD:
3244 if (usage_idx < 8) {
3245 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
3247 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3248 usage_idx, reg_mask, i, reg_mask);
3249 if(!(writemask & WINED3DSP_WRITEMASK_3)) {
3250 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
3253 break;
3255 case WINED3DDECLUSAGE_PSIZE:
3256 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3257 break;
3259 case WINED3DDECLUSAGE_FOG:
3260 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3261 break;
3263 default:
3264 break;
3267 shader_addline(&buffer, "}\n");
3269 } else if(ps_major >= 3 && vs_major >= 3) {
3270 semantics_out = vs->semantics_out;
3271 semantics_in = ps->semantics_in;
3273 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3274 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3275 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3277 /* First, sort out position and point size. Those are not passed to the pixel shader */
3278 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3279 usage_token = semantics_out[i].usage;
3280 if (!usage_token) continue;
3281 register_token = semantics_out[i].reg;
3283 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3284 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3285 shader_glsl_get_write_mask(register_token, reg_mask);
3287 switch(usage) {
3288 case WINED3DDECLUSAGE_POSITION:
3289 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3290 break;
3292 case WINED3DDECLUSAGE_PSIZE:
3293 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3294 break;
3296 default:
3297 break;
3301 /* Then, fix the pixel shader input */
3302 handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
3304 shader_addline(&buffer, "}\n");
3305 } else if(ps_major >= 3 && vs_major < 3) {
3306 semantics_in = ps->semantics_in;
3308 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3309 shader_addline(&buffer, "void order_ps_input() {\n");
3310 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3311 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3312 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3314 handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
3315 shader_addline(&buffer, "}\n");
3316 } else {
3317 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3320 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3321 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3322 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3323 checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
3324 GL_EXTCALL(glCompileShaderARB(ret));
3325 checkGLcall("glCompileShaderARB(ret)");
3327 shader_buffer_free(&buffer);
3328 return ret;
3331 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3332 GLhandleARB programId, char prefix)
3334 const local_constant *lconst;
3335 GLuint tmp_loc;
3336 const float *value;
3337 char glsl_name[8];
3339 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3340 value = (const float *)lconst->value;
3341 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3342 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3343 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3345 checkGLcall("Hardcoding local constants\n");
3348 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3349 * It sets the programId on the current StateBlock (because it should be called
3350 * inside of the DrawPrimitive() part of the render loop).
3352 * If a program for the given combination does not exist, create one, and store
3353 * the program in the hash table. If it creates a program, it will link the
3354 * given objects, too.
3356 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3357 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3358 struct shader_glsl_priv *priv = This->shader_priv;
3359 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3360 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3361 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3362 struct glsl_shader_prog_link *entry = NULL;
3363 GLhandleARB programId = 0;
3364 GLhandleARB reorder_shader_id = 0;
3365 int i;
3366 char glsl_name[8];
3367 GLhandleARB vshader_id, pshader_id;
3368 struct ps_compile_args ps_compile_args;
3369 struct vs_compile_args vs_compile_args;
3371 if(use_vs) {
3372 find_vs_compile_args((IWineD3DVertexShaderImpl*)This->stateBlock->vertexShader, This->stateBlock, &vs_compile_args);
3373 } else {
3374 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3375 memset(&vs_compile_args, 0, sizeof(vs_compile_args));
3377 if(use_ps) {
3378 find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &ps_compile_args);
3379 } else {
3380 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3381 memset(&ps_compile_args, 0, sizeof(ps_compile_args));
3383 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
3384 if (entry) {
3385 priv->glsl_program = entry;
3386 return;
3389 /* If we get to this point, then no matching program exists, so we create one */
3390 programId = GL_EXTCALL(glCreateProgramObjectARB());
3391 TRACE("Created new GLSL shader program %u\n", programId);
3393 /* Create the entry */
3394 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3395 entry->programId = programId;
3396 entry->vshader = vshader;
3397 entry->pshader = pshader;
3398 entry->vs_args = vs_compile_args;
3399 entry->ps_args = ps_compile_args;
3400 entry->constant_version = 0;
3401 /* Add the hash table entry */
3402 add_glsl_program_entry(priv, entry);
3404 /* Set the current program */
3405 priv->glsl_program = entry;
3407 if(use_vs) {
3408 vshader_id = find_gl_vshader((IWineD3DVertexShaderImpl *) vshader, &vs_compile_args);
3409 } else {
3410 vshader_id = 0;
3413 /* Attach GLSL vshader */
3414 if (vshader_id) {
3415 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3416 char tmp_name[10];
3418 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3419 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3420 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3421 checkGLcall("glAttachObjectARB");
3422 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3423 * is destroyed
3425 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3427 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3428 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3429 checkGLcall("glAttachObjectARB");
3431 /* Bind vertex attributes to a corresponding index number to match
3432 * the same index numbers as ARB_vertex_programs (makes loading
3433 * vertex attributes simpler). With this method, we can use the
3434 * exact same code to load the attributes later for both ARB and
3435 * GLSL shaders.
3437 * We have to do this here because we need to know the Program ID
3438 * in order to make the bindings work, and it has to be done prior
3439 * to linking the GLSL program. */
3440 for (i = 0; i < max_attribs; ++i) {
3441 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3442 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3443 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3446 checkGLcall("glBindAttribLocationARB");
3448 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3451 if(use_ps) {
3452 pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &ps_compile_args);
3453 } else {
3454 pshader_id = 0;
3457 /* Attach GLSL pshader */
3458 if (pshader_id) {
3459 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3460 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3461 checkGLcall("glAttachObjectARB");
3463 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3466 /* Link the program */
3467 TRACE("Linking GLSL shader program %u\n", programId);
3468 GL_EXTCALL(glLinkProgramARB(programId));
3469 print_glsl_info_log(&GLINFO_LOCATION, programId);
3471 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3472 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3473 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3474 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3476 for (i = 0; i < MAX_CONST_I; ++i) {
3477 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3478 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3480 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3481 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3482 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3483 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3485 for (i = 0; i < MAX_CONST_I; ++i) {
3486 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3487 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3490 if(pshader) {
3491 for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
3492 char name[32];
3493 sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
3494 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3495 sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3496 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3497 sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3498 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3503 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3504 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3505 checkGLcall("Find glsl program uniform locations");
3507 if (pshader
3508 && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version) >= 3
3509 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4)
3511 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
3512 entry->vertex_color_clamp = GL_FALSE;
3513 } else {
3514 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
3517 /* Set the shader to allow uniform loading on it */
3518 GL_EXTCALL(glUseProgramObjectARB(programId));
3519 checkGLcall("glUseProgramObjectARB(programId)");
3521 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3522 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3523 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3524 * vertex shader with fixed function pixel processing is used we make sure that the card
3525 * supports enough samplers to allow the max number of vertex samplers with all possible
3526 * fixed function fragment processing setups. So once the program is linked these samplers
3527 * won't change.
3529 if(vshader_id) {
3530 /* Load vertex shader samplers */
3531 shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3533 if(pshader_id) {
3534 /* Load pixel shader samplers */
3535 shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3538 /* If the local constants do not have to be loaded with the environment constants,
3539 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3540 * later
3542 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
3543 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
3545 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
3546 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
3550 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
3552 GLhandleARB program_id;
3553 GLhandleARB vshader_id, pshader_id;
3554 static const char *blt_vshader[] =
3556 "#version 120\n"
3557 "void main(void)\n"
3558 "{\n"
3559 " gl_Position = gl_Vertex;\n"
3560 " gl_FrontColor = vec4(1.0);\n"
3561 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3562 "}\n"
3565 static const char *blt_pshaders[tex_type_count] =
3567 /* tex_1d */
3568 NULL,
3569 /* tex_2d */
3570 "#version 120\n"
3571 "uniform sampler2D sampler;\n"
3572 "void main(void)\n"
3573 "{\n"
3574 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3575 "}\n",
3576 /* tex_3d */
3577 NULL,
3578 /* tex_cube */
3579 "#version 120\n"
3580 "uniform samplerCube sampler;\n"
3581 "void main(void)\n"
3582 "{\n"
3583 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3584 "}\n",
3585 /* tex_rect */
3586 "#version 120\n"
3587 "#extension GL_ARB_texture_rectangle : enable\n"
3588 "uniform sampler2DRect sampler;\n"
3589 "void main(void)\n"
3590 "{\n"
3591 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3592 "}\n",
3595 if (!blt_pshaders[tex_type])
3597 FIXME("tex_type %#x not supported\n", tex_type);
3598 tex_type = tex_2d;
3601 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3602 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3603 GL_EXTCALL(glCompileShaderARB(vshader_id));
3605 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3606 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
3607 GL_EXTCALL(glCompileShaderARB(pshader_id));
3609 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3610 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3611 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3612 GL_EXTCALL(glLinkProgramARB(program_id));
3614 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3616 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3617 * is destroyed
3619 GL_EXTCALL(glDeleteObjectARB(vshader_id));
3620 GL_EXTCALL(glDeleteObjectARB(pshader_id));
3621 return program_id;
3624 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3625 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3626 struct shader_glsl_priv *priv = This->shader_priv;
3627 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3628 GLhandleARB program_id = 0;
3629 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
3631 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3633 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3634 else priv->glsl_program = NULL;
3636 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3638 if (old_vertex_color_clamp != current_vertex_color_clamp) {
3639 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
3640 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
3641 checkGLcall("glClampColorARB");
3642 } else {
3643 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3647 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3648 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3649 GL_EXTCALL(glUseProgramObjectARB(program_id));
3650 checkGLcall("glUseProgramObjectARB");
3653 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3654 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3655 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3656 struct shader_glsl_priv *priv = This->shader_priv;
3657 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
3659 if (!*blt_program) {
3660 GLhandleARB loc;
3661 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
3662 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
3663 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3664 GL_EXTCALL(glUniform1iARB(loc, 0));
3665 } else {
3666 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3670 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
3671 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3672 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3673 struct shader_glsl_priv *priv = This->shader_priv;
3674 GLhandleARB program_id;
3676 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3677 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3679 GL_EXTCALL(glUseProgramObjectARB(program_id));
3680 checkGLcall("glUseProgramObjectARB");
3683 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3684 const struct list *linked_programs;
3685 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3686 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3687 struct shader_glsl_priv *priv = device->shader_priv;
3688 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3689 IWineD3DPixelShaderImpl *ps = NULL;
3690 IWineD3DVertexShaderImpl *vs = NULL;
3692 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3693 * can be called from IWineD3DBaseShader::Release
3695 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
3697 if(pshader) {
3698 ps = (IWineD3DPixelShaderImpl *) This;
3699 if(ps->num_gl_shaders == 0) return;
3700 } else {
3701 vs = (IWineD3DVertexShaderImpl *) This;
3702 if(vs->num_gl_shaders == 0) return;
3705 linked_programs = &This->baseShader.linked_programs;
3707 TRACE("Deleting linked programs\n");
3708 if (linked_programs->next) {
3709 struct glsl_shader_prog_link *entry, *entry2;
3711 if(pshader) {
3712 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3713 delete_glsl_program_entry(priv, gl_info, entry);
3715 } else {
3716 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3717 delete_glsl_program_entry(priv, gl_info, entry);
3722 if(pshader) {
3723 UINT i;
3725 ENTER_GL();
3726 for(i = 0; i < ps->num_gl_shaders; i++) {
3727 TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId);
3728 GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId));
3729 checkGLcall("glDeleteObjectARB");
3731 LEAVE_GL();
3732 HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
3733 ps->gl_shaders = NULL;
3734 ps->num_gl_shaders = 0;
3735 ps->shader_array_size = 0;
3736 } else {
3737 UINT i;
3739 ENTER_GL();
3740 for(i = 0; i < vs->num_gl_shaders; i++) {
3741 TRACE("deleting vshader %u\n", vs->gl_shaders[i].prgId);
3742 GL_EXTCALL(glDeleteObjectARB(vs->gl_shaders[i].prgId));
3743 checkGLcall("glDeleteObjectARB");
3745 LEAVE_GL();
3746 HeapFree(GetProcessHeap(), 0, vs->gl_shaders);
3747 vs->gl_shaders = NULL;
3748 vs->num_gl_shaders = 0;
3749 vs->shader_array_size = 0;
3753 static unsigned int glsl_program_key_hash(const void *key)
3755 const glsl_program_key_t *k = key;
3757 unsigned int hash = ((DWORD_PTR) k->vshader) | ((DWORD_PTR) k->pshader) << 16;
3758 hash += ~(hash << 15);
3759 hash ^= (hash >> 10);
3760 hash += (hash << 3);
3761 hash ^= (hash >> 6);
3762 hash += ~(hash << 11);
3763 hash ^= (hash >> 16);
3765 return hash;
3768 static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
3770 const glsl_program_key_t *ka = keya;
3771 const glsl_program_key_t *kb = keyb;
3773 return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
3774 (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0) &&
3775 (memcmp(&ka->vs_args, &kb->vs_args, sizeof(kb->vs_args)) == 0);
3778 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
3780 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
3781 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
3783 if (!mem)
3785 ERR("Failed to allocate memory\n");
3786 return FALSE;
3789 heap->entries = mem;
3790 heap->entries[1].version = 0;
3791 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
3792 heap->size = 1;
3794 return TRUE;
3797 static void constant_heap_free(struct constant_heap *heap)
3799 HeapFree(GetProcessHeap(), 0, heap->entries);
3802 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
3803 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3804 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3805 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
3806 SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
3808 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
3809 if (!priv->stack)
3811 ERR("Failed to allocate memory.\n");
3812 HeapFree(GetProcessHeap(), 0, priv);
3813 return E_OUTOFMEMORY;
3816 if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
3818 ERR("Failed to initialize vertex shader constant heap\n");
3819 HeapFree(GetProcessHeap(), 0, priv->stack);
3820 HeapFree(GetProcessHeap(), 0, priv);
3821 return E_OUTOFMEMORY;
3824 if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
3826 ERR("Failed to initialize pixel shader constant heap\n");
3827 constant_heap_free(&priv->vconst_heap);
3828 HeapFree(GetProcessHeap(), 0, priv->stack);
3829 HeapFree(GetProcessHeap(), 0, priv);
3830 return E_OUTOFMEMORY;
3833 priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
3834 priv->next_constant_version = 1;
3836 This->shader_priv = priv;
3837 return WINED3D_OK;
3840 static void shader_glsl_free(IWineD3DDevice *iface) {
3841 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3842 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3843 struct shader_glsl_priv *priv = This->shader_priv;
3844 int i;
3846 for (i = 0; i < tex_type_count; ++i)
3848 if (priv->depth_blt_program[i])
3850 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
3854 hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
3855 constant_heap_free(&priv->pconst_heap);
3856 constant_heap_free(&priv->vconst_heap);
3858 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3859 This->shader_priv = NULL;
3862 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
3863 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3864 return FALSE;
3867 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
3868 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3869 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3870 CONST DWORD *function = This->baseShader.function;
3871 const char *fragcolor;
3872 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3874 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3875 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3877 shader_addline(buffer, "#version 120\n");
3879 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3880 shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
3882 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3883 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3884 * drivers write a warning if we don't do so
3886 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3889 /* Base Declarations */
3890 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, args);
3892 /* Pack 3.0 inputs */
3893 if (reg_maps->shader_version >= WINED3DPS_VERSION(3,0) && args->vp_mode != vertexshader) {
3894 pshader_glsl_input_pack(buffer, This->semantics_in, iface, args->vp_mode);
3897 /* Base Shader Body */
3898 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3900 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3901 if (reg_maps->shader_version < WINED3DPS_VERSION(2,0))
3903 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3904 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
3905 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3906 else
3907 shader_addline(buffer, "gl_FragColor = R0;\n");
3910 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3911 fragcolor = "gl_FragData[0]";
3912 } else {
3913 fragcolor = "gl_FragColor";
3915 if(args->srgb_correction) {
3916 shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3917 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
3918 srgb_sub_high, srgb_sub_high, srgb_sub_high);
3919 shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
3920 shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
3921 shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
3922 shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
3923 shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
3925 /* Pixel shader < 3.0 do not replace the fog stage.
3926 * This implements linear fog computation and blending.
3927 * TODO: non linear fog
3928 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3929 * -1/(e-s) and e/(e-s) respectively.
3931 if(reg_maps->shader_version < WINED3DPS_VERSION(3,0)) {
3932 switch(args->fog) {
3933 case FOG_OFF: break;
3934 case FOG_LINEAR:
3935 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3936 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
3937 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3938 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3939 break;
3940 case FOG_EXP:
3941 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3942 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3943 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3944 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3945 break;
3946 case FOG_EXP2:
3947 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3948 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3949 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3950 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3951 break;
3955 shader_addline(buffer, "}\n");
3957 TRACE("Compiling shader object %u\n", shader_obj);
3958 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3959 GL_EXTCALL(glCompileShaderARB(shader_obj));
3960 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3962 /* Store the shader object */
3963 return shader_obj;
3966 static GLuint shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
3967 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
3968 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3969 CONST DWORD *function = This->baseShader.function;
3970 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3972 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3973 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3975 shader_addline(buffer, "#version 120\n");
3977 /* Base Declarations */
3978 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL);
3980 /* Base Shader Body */
3981 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3983 /* Unpack 3.0 outputs */
3984 if (reg_maps->shader_version >= WINED3DVS_VERSION(3,0)) shader_addline(buffer, "order_ps_input(OUT);\n");
3985 else shader_addline(buffer, "order_ps_input();\n");
3987 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3988 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3989 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3990 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3992 if(args->fog_src == VS_FOG_Z) {
3993 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3994 } else if (!reg_maps->fog) {
3995 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
3998 /* Write the final position.
4000 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4001 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4002 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4003 * contains 1.0 to allow a mad.
4005 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4006 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4008 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4010 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4011 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4012 * which is the same as z = z * 2 - w.
4014 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4016 shader_addline(buffer, "}\n");
4018 TRACE("Compiling shader object %u\n", shader_obj);
4019 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4020 GL_EXTCALL(glCompileShaderARB(shader_obj));
4021 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
4023 return shader_obj;
4026 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
4028 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4029 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4030 * vs_nv_version which is based on NV_vertex_program.
4031 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4032 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4033 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4034 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4036 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4037 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4038 else
4039 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4040 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4041 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4043 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4044 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4045 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4046 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4047 * in max native instructions. Intel and others also offer the info in this extension but they
4048 * don't support GLSL (at least on Windows).
4050 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4051 * of instructions is 512 or less we have to do with ps2.0 hardware.
4052 * 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.
4054 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4055 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4056 else
4057 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4059 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4060 * Direct3D minimum requirement.
4062 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4063 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4065 * The problem is that the refrast clamps temporary results in the shader to
4066 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4067 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4068 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4069 * offer a way to query this.
4071 pCaps->PixelShader1xMaxValue = 8.0;
4072 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4075 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4077 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4079 TRACE("Checking support for fixup:\n");
4080 dump_color_fixup_desc(fixup);
4083 /* We support everything except YUV conversions. */
4084 if (!is_yuv_fixup(fixup))
4086 TRACE("[OK]\n");
4087 return TRUE;
4090 TRACE("[FAILED]\n");
4091 return FALSE;
4094 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4096 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4097 /* WINED3DSIH_ADD */ shader_glsl_arith,
4098 /* WINED3DSIH_BEM */ pshader_glsl_bem,
4099 /* WINED3DSIH_BREAK */ shader_glsl_break,
4100 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4101 /* WINED3DSIH_BREAKP */ NULL,
4102 /* WINED3DSIH_CALL */ shader_glsl_call,
4103 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4104 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4105 /* WINED3DSIH_CND */ shader_glsl_cnd,
4106 /* WINED3DSIH_CRS */ shader_glsl_cross,
4107 /* WINED3DSIH_DCL */ NULL,
4108 /* WINED3DSIH_DEF */ NULL,
4109 /* WINED3DSIH_DEFB */ NULL,
4110 /* WINED3DSIH_DEFI */ NULL,
4111 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
4112 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4113 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4114 /* WINED3DSIH_DST */ shader_glsl_dst,
4115 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4116 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4117 /* WINED3DSIH_ELSE */ shader_glsl_else,
4118 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4119 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4120 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4121 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4122 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4123 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4124 /* WINED3DSIH_IF */ shader_glsl_if,
4125 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4126 /* WINED3DSIH_LABEL */ shader_glsl_label,
4127 /* WINED3DSIH_LIT */ shader_glsl_lit,
4128 /* WINED3DSIH_LOG */ shader_glsl_log,
4129 /* WINED3DSIH_LOGP */ shader_glsl_log,
4130 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4131 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4132 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4133 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4134 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4135 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4136 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4137 /* WINED3DSIH_MAD */ shader_glsl_mad,
4138 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4139 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4140 /* WINED3DSIH_MOV */ shader_glsl_mov,
4141 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4142 /* WINED3DSIH_MUL */ shader_glsl_arith,
4143 /* WINED3DSIH_NOP */ NULL,
4144 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
4145 /* WINED3DSIH_PHASE */ NULL,
4146 /* WINED3DSIH_POW */ shader_glsl_pow,
4147 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4148 /* WINED3DSIH_REP */ shader_glsl_rep,
4149 /* WINED3DSIH_RET */ NULL,
4150 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4151 /* WINED3DSIH_SETP */ NULL,
4152 /* WINED3DSIH_SGE */ shader_glsl_compare,
4153 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
4154 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4155 /* WINED3DSIH_SLT */ shader_glsl_compare,
4156 /* WINED3DSIH_SUB */ shader_glsl_arith,
4157 /* WINED3DSIH_TEX */ pshader_glsl_tex,
4158 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
4159 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
4160 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
4161 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
4162 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
4163 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
4164 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
4165 /* WINED3DSIH_TEXLDD */ NULL,
4166 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
4167 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
4168 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
4169 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
4170 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
4171 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4172 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
4173 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
4174 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
4175 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
4176 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
4177 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
4178 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
4181 const shader_backend_t glsl_shader_backend = {
4182 shader_glsl_instruction_handler_table,
4183 shader_glsl_select,
4184 shader_glsl_select_depth_blt,
4185 shader_glsl_deselect_depth_blt,
4186 shader_glsl_update_float_vertex_constants,
4187 shader_glsl_update_float_pixel_constants,
4188 shader_glsl_load_constants,
4189 shader_glsl_destroy,
4190 shader_glsl_alloc,
4191 shader_glsl_free,
4192 shader_glsl_dirty_const,
4193 shader_glsl_generate_pshader,
4194 shader_glsl_generate_vshader,
4195 shader_glsl_get_caps,
4196 shader_glsl_color_fixup_supported,