2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 * D3D shader asm has swizzles on source parameters, and write masks for
25 * destination parameters. GLSL uses swizzles for both. The result of this is
26 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
27 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
28 * mask for the destination parameter into account.
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
39 #define GLINFO_LOCATION (*gl_info)
54 } glsl_sample_function_t
;
56 /** Prints the GLSL info log which will contain error messages if they exist */
57 void print_glsl_info_log(WineD3D_GL_Info
*gl_info
, GLhandleARB obj
) {
59 int infologLength
= 0;
64 const char *spam
[] = {
65 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
66 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
67 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
68 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
69 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
70 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
71 "Fragment shader was successfully compiled to run on hardware.\nWARNING: 0:1: extension 'GL_ARB_draw_buffers' is not supported",
72 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
73 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
74 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
77 GL_EXTCALL(glGetObjectParameterivARB(obj
,
78 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
81 /* A size of 1 is just a null-terminated string, so the log should be bigger than
82 * that if there are errors. */
83 if (infologLength
> 1)
85 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
86 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
88 infoLog
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, infologLength
);
89 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
92 for(i
= 0; i
< sizeof(spam
) / sizeof(spam
[0]); i
++) {
93 if(strcmp(infoLog
, spam
[i
]) == 0) {
99 TRACE("Spam received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
101 FIXME("Error received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
103 HeapFree(GetProcessHeap(), 0, infoLog
);
108 * Loads (pixel shader) samplers
110 static void shader_glsl_load_psamplers(
111 WineD3D_GL_Info
*gl_info
,
112 IWineD3DStateBlock
* iface
,
113 GLhandleARB programId
) {
115 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
116 GLhandleARB name_loc
;
118 char sampler_name
[20];
120 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
121 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
122 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
123 if (name_loc
!= -1) {
124 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[i
];
125 if (mapped_unit
!= -1 && mapped_unit
< GL_LIMITS(fragment_samplers
)) {
126 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
127 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
128 checkGLcall("glUniform1iARB");
130 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
136 static void shader_glsl_load_vsamplers(WineD3D_GL_Info
*gl_info
, IWineD3DStateBlock
* iface
, GLhandleARB programId
) {
137 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
138 GLhandleARB name_loc
;
139 char sampler_name
[20];
142 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
143 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
144 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
145 if (name_loc
!= -1) {
146 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ i
];
147 if (mapped_unit
!= -1 && mapped_unit
< GL_LIMITS(combined_samplers
)) {
148 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
149 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
150 checkGLcall("glUniform1iARB");
152 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
159 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
160 * When constant_list == NULL, it will load all the constants.
162 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
* This
, WineD3D_GL_Info
*gl_info
,
163 unsigned int max_constants
, float* constants
, GLhandleARB
*constant_locations
,
164 struct list
*constant_list
) {
165 constants_entry
*constant
;
166 local_constant
* lconst
;
171 if (TRACE_ON(d3d_shader
)) {
172 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
177 tmp_loc
= constant_locations
[i
];
179 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
180 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
181 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
187 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
188 if(WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1 &&
189 shader_is_pshader_version(This
->baseShader
.hex_version
)) {
192 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
197 tmp_loc
= constant_locations
[i
];
199 /* We found this uniform name in the program - go ahead and send the data */
201 if(constants
[k
+ 0] < -1.0) lcl_const
[0] = -1.0;
202 else if(constants
[k
+ 0] > 1.0) lcl_const
[0] = 1.0;
203 else lcl_const
[0] = constants
[k
+ 0];
204 if(constants
[k
+ 1] < -1.0) lcl_const
[1] = -1.0;
205 else if(constants
[k
+ 1] > 1.0) lcl_const
[1] = 1.0;
206 else lcl_const
[1] = constants
[k
+ 1];
207 if(constants
[k
+ 2] < -1.0) lcl_const
[2] = -1.0;
208 else if(constants
[k
+ 2] > 1.0) lcl_const
[2] = 1.0;
209 else lcl_const
[2] = constants
[k
+ 2];
210 if(constants
[k
+ 3] < -1.0) lcl_const
[3] = -1.0;
211 else if(constants
[k
+ 3] > 1.0) lcl_const
[3] = 1.0;
212 else lcl_const
[3] = constants
[k
+ 3];
214 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, lcl_const
));
219 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
224 tmp_loc
= constant_locations
[i
];
226 /* We found this uniform name in the program - go ahead and send the data */
227 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, constants
+ (i
* 4)));
232 checkGLcall("glUniform4fvARB()");
234 if(!This
->baseShader
.load_local_constsF
) {
235 TRACE("No need to load local float constants for this shader\n");
239 /* Load immediate constants */
240 if (TRACE_ON(d3d_shader
)) {
241 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
242 tmp_loc
= constant_locations
[lconst
->idx
];
244 GLfloat
* values
= (GLfloat
*)lconst
->value
;
245 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
246 values
[0], values
[1], values
[2], values
[3]);
250 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
251 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
252 tmp_loc
= constant_locations
[lconst
->idx
];
254 /* We found this uniform name in the program - go ahead and send the data */
255 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, (GLfloat
*)lconst
->value
));
258 checkGLcall("glUniform4fvARB()");
262 * Loads integer constants (aka uniforms) into the currently set GLSL program.
263 * When @constants_set == NULL, it will load all the constants.
265 static void shader_glsl_load_constantsI(
266 IWineD3DBaseShaderImpl
* This
,
267 WineD3D_GL_Info
*gl_info
,
268 GLhandleARB programId
,
269 GLhandleARB locations
[MAX_CONST_I
],
270 unsigned max_constants
,
272 BOOL
* constants_set
) {
277 for (i
=0; i
<max_constants
; ++i
) {
278 if (NULL
== constants_set
|| constants_set
[i
]) {
280 TRACE_(d3d_constants
)("Loading constants %i: %i, %i, %i, %i\n",
281 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
283 /* We found this uniform name in the program - go ahead and send the data */
284 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
285 checkGLcall("glUniform4ivARB");
289 /* Load immediate constants */
290 ptr
= list_head(&This
->baseShader
.constantsI
);
292 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
293 unsigned int idx
= lconst
->idx
;
294 GLint
* values
= (GLint
*) lconst
->value
;
296 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
297 values
[0], values
[1], values
[2], values
[3]);
299 /* We found this uniform name in the program - go ahead and send the data */
300 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
301 checkGLcall("glUniform4ivARB");
302 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
307 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
308 * When @constants_set == NULL, it will load all the constants.
310 static void shader_glsl_load_constantsB(
311 IWineD3DBaseShaderImpl
* This
,
312 WineD3D_GL_Info
*gl_info
,
313 GLhandleARB programId
,
314 unsigned max_constants
,
316 BOOL
* constants_set
) {
321 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
322 const char* prefix
= is_pshader
? "PB":"VB";
325 for (i
=0; i
<max_constants
; ++i
) {
326 if (NULL
== constants_set
|| constants_set
[i
]) {
328 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
330 /* TODO: Benchmark and see if it would be beneficial to store the
331 * locations of the constants to avoid looking up each time */
332 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
333 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
335 /* We found this uniform name in the program - go ahead and send the data */
336 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
337 checkGLcall("glUniform1ivARB");
342 /* Load immediate constants */
343 ptr
= list_head(&This
->baseShader
.constantsB
);
345 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
346 unsigned int idx
= lconst
->idx
;
347 GLint
* values
= (GLint
*) lconst
->value
;
349 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
351 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
352 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
354 /* We found this uniform name in the program - go ahead and send the data */
355 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
356 checkGLcall("glUniform1ivARB");
358 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
365 * Loads the app-supplied constants into the currently set GLSL program.
367 void shader_glsl_load_constants(
368 IWineD3DDevice
* device
,
370 char useVertexShader
) {
372 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
373 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)deviceImpl
->shader_priv
;
374 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
375 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
377 GLhandleARB
*constant_locations
;
378 struct list
*constant_list
;
379 GLhandleARB programId
;
380 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
384 /* No GLSL program set - nothing to do. */
387 programId
= prog
->programId
;
389 if (useVertexShader
) {
390 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
392 constant_locations
= prog
->vuniformF_locations
;
393 constant_list
= &stateBlock
->set_vconstantsF
;
395 /* Load DirectX 9 float constants/uniforms for vertex shader */
396 shader_glsl_load_constantsF(vshader
, gl_info
, GL_LIMITS(vshader_constantsF
),
397 stateBlock
->vertexShaderConstantF
, constant_locations
, constant_list
);
399 /* Load DirectX 9 integer constants/uniforms for vertex shader */
400 shader_glsl_load_constantsI(vshader
, gl_info
, programId
,
401 prog
->vuniformI_locations
, MAX_CONST_I
,
402 stateBlock
->vertexShaderConstantI
,
403 stateBlock
->changed
.vertexShaderConstantsI
);
405 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
406 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, MAX_CONST_B
,
407 stateBlock
->vertexShaderConstantB
,
408 stateBlock
->changed
.vertexShaderConstantsB
);
410 /* Upload the position fixup params */
411 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, &deviceImpl
->posFixup
[0]));
412 checkGLcall("glUniform4fvARB");
415 if (usePixelShader
) {
417 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
419 constant_locations
= prog
->puniformF_locations
;
420 constant_list
= &stateBlock
->set_pconstantsF
;
422 /* Load DirectX 9 float constants/uniforms for pixel shader */
423 shader_glsl_load_constantsF(pshader
, gl_info
, GL_LIMITS(pshader_constantsF
),
424 stateBlock
->pixelShaderConstantF
, constant_locations
, constant_list
);
426 /* Load DirectX 9 integer constants/uniforms for pixel shader */
427 shader_glsl_load_constantsI(pshader
, gl_info
, programId
,
428 prog
->puniformI_locations
, MAX_CONST_I
,
429 stateBlock
->pixelShaderConstantI
,
430 stateBlock
->changed
.pixelShaderConstantsI
);
432 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
433 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, MAX_CONST_B
,
434 stateBlock
->pixelShaderConstantB
,
435 stateBlock
->changed
.pixelShaderConstantsB
);
437 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
438 * It can't be 0 for a valid texbem instruction.
440 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*) pshader
)->numbumpenvmatconsts
; i
++) {
441 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pshader
;
442 int stage
= ps
->luminanceconst
[i
].texunit
;
444 float *data
= (float *) &stateBlock
->textureState
[(int) ps
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
445 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
446 checkGLcall("glUniformMatrix2fvARB");
448 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
449 * is set too, so we can check that in the needsbumpmat check
451 if(ps
->baseShader
.reg_maps
.luminanceparams
[stage
]) {
452 GLfloat
*scale
= (GLfloat
*) &stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
];
453 GLfloat
*offset
= (GLfloat
*) &stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
];
455 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
456 checkGLcall("glUniform1fvARB");
457 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
458 checkGLcall("glUniform1fvARB");
462 if(((IWineD3DPixelShaderImpl
*) pshader
)->srgb_enabled
&&
463 !((IWineD3DPixelShaderImpl
*) pshader
)->srgb_mode_hardcoded
) {
467 if(stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
468 comparison
[0] = srgb_cmp
; comparison
[1] = srgb_cmp
;
469 comparison
[2] = srgb_cmp
; comparison
[3] = srgb_cmp
;
471 mul_low
[0] = srgb_mul_low
; mul_low
[1] = srgb_mul_low
;
472 mul_low
[2] = srgb_mul_low
; mul_low
[3] = srgb_mul_low
;
474 comparison
[0] = 1.0 / 0.0; comparison
[1] = 1.0 / 0.0;
475 comparison
[2] = 1.0 / 0.0; comparison
[3] = 1.0 / 0.0;
477 mul_low
[0] = 1.0; mul_low
[1] = 1.0;
478 mul_low
[2] = 1.0; mul_low
[3] = 1.0;
481 GL_EXTCALL(glUniform4fvARB(prog
->srgb_comparison_location
, 1, comparison
));
482 GL_EXTCALL(glUniform4fvARB(prog
->srgb_mul_low_location
, 1, mul_low
));
484 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
485 float correction_params
[4];
486 if(deviceImpl
->render_offscreen
) {
487 correction_params
[0] = 0.0;
488 correction_params
[1] = 1.0;
490 /* position is window relative, not viewport relative */
491 correction_params
[0] = ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
492 correction_params
[1] = -1.0;
494 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
499 /** Generate the variable & register declarations for the GLSL output target */
500 void shader_generate_glsl_declarations(
501 IWineD3DBaseShader
*iface
,
502 shader_reg_maps
* reg_maps
,
503 SHADER_BUFFER
* buffer
,
504 WineD3D_GL_Info
* gl_info
) {
506 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
507 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
509 unsigned int extra_constants_needed
= 0;
510 local_constant
* lconst
;
512 /* There are some minor differences between pixel and vertex shaders */
513 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
514 char prefix
= pshader
? 'P' : 'V';
516 /* Prototype the subroutines */
517 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
518 if (reg_maps
->labels
[i
])
519 shader_addline(buffer
, "void subroutine%u();\n", i
);
522 /* Declare the constants (aka uniforms) */
523 if (This
->baseShader
.limits
.constant_float
> 0) {
524 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
525 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
526 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
529 if (This
->baseShader
.limits
.constant_int
> 0)
530 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
532 if (This
->baseShader
.limits
.constant_bool
> 0)
533 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
536 shader_addline(buffer
, "uniform vec4 posFixup;\n");
537 /* Predeclaration; This function is added at link time based on the pixel shader.
538 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
539 * that. We know the input to the reorder function at vertex shader compile time, so
540 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
541 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
542 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
543 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
544 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
547 if(This
->baseShader
.hex_version
>= WINED3DVS_VERSION(3, 0)) {
548 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
550 shader_addline(buffer
, "void order_ps_input();\n");
553 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
555 ps_impl
->numbumpenvmatconsts
= 0;
556 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
557 if(!reg_maps
->bumpmat
[i
]) {
561 ps_impl
->bumpenvmatconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
562 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
564 if(reg_maps
->luminanceparams
) {
565 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
566 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
567 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
568 extra_constants_needed
++;
570 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= -1;
573 extra_constants_needed
++;
574 ps_impl
->numbumpenvmatconsts
++;
577 if(device
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
578 ps_impl
->srgb_enabled
= 1;
579 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
580 shader_addline(buffer
, "uniform vec4 srgb_mul_low;\n");
581 shader_addline(buffer
, "uniform vec4 srgb_comparison;\n");
582 ps_impl
->srgb_mode_hardcoded
= 0;
583 extra_constants_needed
++;
585 ps_impl
->srgb_mode_hardcoded
= 1;
586 shader_addline(buffer
, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
587 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
588 shader_addline(buffer
, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
589 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
592 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
594 /* Do not write any srgb fixup into the shader to save shader size and processing time.
595 * As a consequence, we can't toggle srgb write on without recompilation
597 ps_impl
->srgb_enabled
= 0;
598 ps_impl
->srgb_mode_hardcoded
= 1;
600 if(reg_maps
->vpos
|| reg_maps
->usesdsy
) {
601 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
602 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
603 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
604 extra_constants_needed
++;
606 /* This happens because we do not have proper tracking of the constant registers that are
607 * actually used, only the max limit of the shader version
609 FIXME("Cannot find a free uniform for vpos correction params\n");
610 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
611 device
->render_offscreen
? 0.0 : ((IWineD3DSurfaceImpl
*) device
->render_targets
[0])->currentDesc
.Height
,
612 device
->render_offscreen
? 1.0 : -1.0);
614 shader_addline(buffer
, "vec4 vpos;\n");
618 /* Declare texture samplers */
619 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
620 if (reg_maps
->samplers
[i
]) {
622 DWORD stype
= reg_maps
->samplers
[i
] & WINED3DSP_TEXTURETYPE_MASK
;
626 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
629 if(device
->stateBlock
->textures
[i
] &&
630 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[i
]) == GL_TEXTURE_RECTANGLE_ARB
) {
631 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
633 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
636 case WINED3DSTT_CUBE
:
637 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
639 case WINED3DSTT_VOLUME
:
640 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
643 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
644 FIXME("Unrecognized sampler type: %#x\n", stype
);
650 /* Declare address variables */
651 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
652 if (reg_maps
->address
[i
])
653 shader_addline(buffer
, "ivec4 A%d;\n", i
);
656 /* Declare texture coordinate temporaries and initialize them */
657 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
658 if (reg_maps
->texcoord
[i
])
659 shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
662 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
663 * helper function shader that is linked in at link time
665 if(pshader
&& This
->baseShader
.hex_version
>= WINED3DPS_VERSION(3, 0)) {
667 shader_addline(buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
669 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
670 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
671 * pixel shader that reads the fixed function color into the packed input registers.
673 shader_addline(buffer
, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
677 /* Declare output register temporaries */
678 if(This
->baseShader
.limits
.packed_output
) {
679 shader_addline(buffer
, "vec4 OUT[%u];\n", This
->baseShader
.limits
.packed_output
);
682 /* Declare temporary variables */
683 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
684 if (reg_maps
->temporary
[i
])
685 shader_addline(buffer
, "vec4 R%u;\n", i
);
688 /* Declare attributes */
689 for (i
= 0; i
< This
->baseShader
.limits
.attributes
; i
++) {
690 if (reg_maps
->attributes
[i
])
691 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
694 /* Declare loop registers aLx */
695 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
696 shader_addline(buffer
, "int aL%u;\n", i
);
697 shader_addline(buffer
, "int tmpInt%u;\n", i
);
700 /* Temporary variables for matrix operations */
701 shader_addline(buffer
, "vec4 tmp0;\n");
702 shader_addline(buffer
, "vec4 tmp1;\n");
704 /* Local constants use a different name so they can be loaded once at shader link time
705 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
706 * float -> string conversion can cause precision loss.
708 if(!This
->baseShader
.load_local_constsF
) {
709 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
710 shader_addline(buffer
, "uniform vec4 %cLC%u;\n", prefix
, lconst
->idx
);
714 /* Start the main program */
715 shader_addline(buffer
, "void main() {\n");
716 if(pshader
&& reg_maps
->vpos
) {
717 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
718 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
719 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
720 * precision troubles when we just substract 0.5.
722 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
724 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
726 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
727 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
728 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
729 * correctly on drivers that returns integer values.
731 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
735 /*****************************************************************************
736 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
738 * For more information, see http://wiki.winehq.org/DirectX-Shaders
739 ****************************************************************************/
742 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
743 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
);
745 /** Used for opcode modifiers - They multiply the result by the specified amount */
746 static const char * const shift_glsl_tab
[] = {
748 "2.0 * ", /* 1 (x2) */
749 "4.0 * ", /* 2 (x4) */
750 "8.0 * ", /* 3 (x8) */
751 "16.0 * ", /* 4 (x16) */
752 "32.0 * ", /* 5 (x32) */
759 "0.0625 * ", /* 12 (d16) */
760 "0.125 * ", /* 13 (d8) */
761 "0.25 * ", /* 14 (d4) */
762 "0.5 * " /* 15 (d2) */
765 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
766 static void shader_glsl_gen_modifier (
769 const char *in_regswizzle
,
774 if (instr
== WINED3DSIO_TEXKILL
)
777 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
778 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
780 case WINED3DSPSM_NONE
:
781 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
783 case WINED3DSPSM_NEG
:
784 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
786 case WINED3DSPSM_NOT
:
787 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
789 case WINED3DSPSM_BIAS
:
790 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
792 case WINED3DSPSM_BIASNEG
:
793 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
795 case WINED3DSPSM_SIGN
:
796 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
798 case WINED3DSPSM_SIGNNEG
:
799 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
801 case WINED3DSPSM_COMP
:
802 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
805 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
807 case WINED3DSPSM_X2NEG
:
808 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
810 case WINED3DSPSM_ABS
:
811 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
813 case WINED3DSPSM_ABSNEG
:
814 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
817 FIXME("Unhandled modifier %u\n", (instr
& WINED3DSP_SRCMOD_MASK
));
818 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
822 /** Writes the GLSL variable name that corresponds to the register that the
823 * DX opcode parameter is trying to access */
824 static void shader_glsl_get_register_name(
826 const DWORD addr_token
,
829 SHADER_OPCODE_ARG
* arg
) {
831 /* oPos, oFog and oPts in D3D */
832 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
834 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
835 DWORD regtype
= shader_get_regtype(param
);
836 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
837 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
838 WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
840 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
846 case WINED3DSPR_TEMP
:
847 sprintf(tmpStr
, "R%u", reg
);
849 case WINED3DSPR_INPUT
:
851 /* Pixel shaders >= 3.0 */
852 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3) {
853 DWORD in_count
= GL_LIMITS(glsl_varyings
) / 4;
855 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
856 glsl_src_param_t rel_param
;
857 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
859 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
862 if(((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[reg
]) {
863 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
) {
864 sprintf(tmpStr
, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
865 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
], in_count
- 1,
866 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
], in_count
,
867 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
]);
869 sprintf(tmpStr
, "IN[%s + %u]", rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
]);
872 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
) {
873 sprintf(tmpStr
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
874 rel_param
.param_str
, in_count
- 1,
875 rel_param
.param_str
, in_count
,
876 rel_param
.param_str
);
878 sprintf(tmpStr
, "IN[%s]", rel_param
.param_str
);
882 DWORD idx
= ((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[reg
];
883 if (idx
== in_count
) {
884 sprintf(tmpStr
, "gl_Color");
885 } else if (idx
== in_count
+ 1) {
886 sprintf(tmpStr
, "gl_SecondaryColor");
888 sprintf(tmpStr
, "IN[%u]", idx
);
893 strcpy(tmpStr
, "gl_Color");
895 strcpy(tmpStr
, "gl_SecondaryColor");
898 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
900 sprintf(tmpStr
, "attrib%u", reg
);
903 case WINED3DSPR_CONST
:
905 const char prefix
= pshader
? 'P':'V';
907 /* Relative addressing */
908 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
910 /* Relative addressing on shaders 2.0+ have a relative address token,
911 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
912 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2) {
913 glsl_src_param_t rel_param
;
914 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
916 sprintf(tmpStr
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, reg
);
918 sprintf(tmpStr
, "%cC[%s]", prefix
, rel_param
.param_str
);
922 sprintf(tmpStr
, "%cC[A0.x + %u]", prefix
, reg
);
924 sprintf(tmpStr
, "%cC[A0.x]", prefix
);
929 if(shader_constant_is_local(This
, reg
)) {
930 sprintf(tmpStr
, "%cLC%u", prefix
, reg
);
932 sprintf(tmpStr
, "%cC[%u]", prefix
, reg
);
938 case WINED3DSPR_CONSTINT
:
940 sprintf(tmpStr
, "PI[%u]", reg
);
942 sprintf(tmpStr
, "VI[%u]", reg
);
944 case WINED3DSPR_CONSTBOOL
:
946 sprintf(tmpStr
, "PB[%u]", reg
);
948 sprintf(tmpStr
, "VB[%u]", reg
);
950 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
952 sprintf(tmpStr
, "T%u", reg
);
954 sprintf(tmpStr
, "A%u", reg
);
957 case WINED3DSPR_LOOP
:
958 sprintf(tmpStr
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
960 case WINED3DSPR_SAMPLER
:
962 sprintf(tmpStr
, "Psampler%u", reg
);
964 sprintf(tmpStr
, "Vsampler%u", reg
);
966 case WINED3DSPR_COLOROUT
:
967 if (reg
>= GL_LIMITS(buffers
)) {
968 WARN("Write to render target %u, only %d supported\n", reg
, 4);
970 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
971 sprintf(tmpStr
, "gl_FragData[%u]", reg
);
972 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
973 sprintf(tmpStr
, "gl_FragColor");
976 case WINED3DSPR_RASTOUT
:
977 sprintf(tmpStr
, "%s", hwrastout_reg_names
[reg
]);
979 case WINED3DSPR_DEPTHOUT
:
980 sprintf(tmpStr
, "gl_FragDepth");
982 case WINED3DSPR_ATTROUT
:
984 sprintf(tmpStr
, "gl_FrontColor");
986 sprintf(tmpStr
, "gl_FrontSecondaryColor");
989 case WINED3DSPR_TEXCRDOUT
:
990 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
991 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
992 sprintf(tmpStr
, "OUT[%u]", reg
);
994 sprintf(tmpStr
, "gl_TexCoord[%u]", reg
);
996 case WINED3DSPR_MISCTYPE
:
999 sprintf(tmpStr
, "vpos");
1000 } else if (reg
== 1){
1001 /* Note that gl_FrontFacing is a bool, while vFace is
1002 * a float for which the sign determines front/back
1004 sprintf(tmpStr
, "(gl_FrontFacing ? 1.0 : -1.0)");
1006 FIXME("Unhandled misctype register %d\n", reg
);
1007 sprintf(tmpStr
, "unrecognized_register");
1011 FIXME("Unhandled register name Type(%d)\n", regtype
);
1012 sprintf(tmpStr
, "unrecognized_register");
1016 strcat(regstr
, tmpStr
);
1019 /* Get the GLSL write mask for the destination register */
1020 static DWORD
shader_glsl_get_write_mask(const DWORD param
, char *write_mask
) {
1021 char *ptr
= write_mask
;
1022 DWORD mask
= param
& WINED3DSP_WRITEMASK_ALL
;
1024 if (shader_is_scalar(param
)) {
1025 mask
= WINED3DSP_WRITEMASK_0
;
1028 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
1029 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
1030 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
1031 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
1039 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1040 unsigned int size
= 0;
1042 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1043 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1044 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1045 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1050 static void shader_glsl_get_swizzle(const DWORD param
, BOOL fixup
, DWORD mask
, char *swizzle_str
) {
1051 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1052 * but addressed as "rgba". To fix this we need to swap the register's x
1053 * and z components. */
1054 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
1055 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1056 char *ptr
= swizzle_str
;
1058 if (!shader_is_scalar(param
)) {
1060 /* swizzle bits fields: wwzzyyxx */
1061 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = swizzle_chars
[swizzle
& 0x03];
1062 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1063 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1064 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1070 /* From a given parameter token, generate the corresponding GLSL string.
1071 * Also, return the actual register name and swizzle in case the
1072 * caller needs this information as well. */
1073 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
1074 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
) {
1075 BOOL is_color
= FALSE
;
1076 char swizzle_str
[6];
1078 src_param
->reg_name
[0] = '\0';
1079 src_param
->param_str
[0] = '\0';
1080 swizzle_str
[0] = '\0';
1082 shader_glsl_get_register_name(param
, addr_token
, src_param
->reg_name
, &is_color
, arg
);
1084 shader_glsl_get_swizzle(param
, is_color
, mask
, swizzle_str
);
1085 shader_glsl_gen_modifier(param
, src_param
->reg_name
, swizzle_str
, src_param
->param_str
);
1088 /* From a given parameter token, generate the corresponding GLSL string.
1089 * Also, return the actual register name and swizzle in case the
1090 * caller needs this information as well. */
1091 static DWORD
shader_glsl_add_dst_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
1092 const DWORD addr_token
, glsl_dst_param_t
*dst_param
) {
1093 BOOL is_color
= FALSE
;
1095 dst_param
->mask_str
[0] = '\0';
1096 dst_param
->reg_name
[0] = '\0';
1098 shader_glsl_get_register_name(param
, addr_token
, dst_param
->reg_name
, &is_color
, arg
);
1099 return shader_glsl_get_write_mask(param
, dst_param
->mask_str
);
1102 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1103 static DWORD
shader_glsl_append_dst_ext(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
, const DWORD param
) {
1104 glsl_dst_param_t dst_param
;
1108 mask
= shader_glsl_add_dst_param(arg
, param
, arg
->dst_addr
, &dst_param
);
1111 shift
= (param
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1112 shader_addline(buffer
, "%s%s = %s(", dst_param
.reg_name
, dst_param
.mask_str
, shift_glsl_tab
[shift
]);
1118 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1119 static DWORD
shader_glsl_append_dst(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
) {
1120 return shader_glsl_append_dst_ext(buffer
, arg
, arg
->dst
);
1123 /** Process GLSL instruction modifiers */
1124 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
* arg
) {
1126 DWORD mask
= arg
->dst
& WINED3DSP_DSTMOD_MASK
;
1128 if (arg
->opcode
->dst_token
&& mask
!= 0) {
1129 glsl_dst_param_t dst_param
;
1131 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
1133 if (mask
& WINED3DSPDM_SATURATE
) {
1134 /* _SAT means to clamp the value of the register to between 0 and 1 */
1135 shader_addline(arg
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1136 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1138 if (mask
& WINED3DSPDM_MSAMPCENTROID
) {
1139 FIXME("_centroid modifier not handled\n");
1141 if (mask
& WINED3DSPDM_PARTIALPRECISION
) {
1142 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1147 static inline const char* shader_get_comp_op(
1148 const DWORD opcode
) {
1150 DWORD op
= (opcode
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
1152 case COMPARISON_GT
: return ">";
1153 case COMPARISON_EQ
: return "==";
1154 case COMPARISON_GE
: return ">=";
1155 case COMPARISON_LT
: return "<";
1156 case COMPARISON_NE
: return "!=";
1157 case COMPARISON_LE
: return "<=";
1159 FIXME("Unrecognized comparison value: %u\n", op
);
1164 static void shader_glsl_get_sample_function(DWORD sampler_type
, BOOL projected
, BOOL texrect
, glsl_sample_function_t
*sample_function
) {
1165 /* Note that there's no such thing as a projected cube texture. */
1166 switch(sampler_type
) {
1168 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1169 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1173 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1175 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1177 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1179 case WINED3DSTT_CUBE
:
1180 sample_function
->name
= "textureCube";
1181 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1183 case WINED3DSTT_VOLUME
:
1184 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1185 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1188 sample_function
->name
= "";
1189 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1194 static void shader_glsl_color_correction(SHADER_OPCODE_ARG
* arg
) {
1195 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1196 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
1197 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
1198 glsl_dst_param_t dst_param
;
1199 glsl_dst_param_t dst_param2
;
1201 WINED3DFORMAT conversion_group
;
1202 IWineD3DBaseTextureImpl
*texture
;
1203 DWORD mask
, mask_size
;
1205 BOOL recorded
= FALSE
;
1207 DWORD hex_version
= shader
->baseShader
.hex_version
;
1209 switch(arg
->opcode
->opcode
) {
1210 case WINED3DSIO_TEX
:
1211 if (hex_version
< WINED3DPS_VERSION(2,0)) {
1212 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1214 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1218 case WINED3DSIO_TEXLDL
:
1219 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
1222 case WINED3DSIO_TEXDP3TEX
:
1223 case WINED3DSIO_TEXM3x3TEX
:
1224 case WINED3DSIO_TEXM3x3SPEC
:
1225 case WINED3DSIO_TEXM3x3VSPEC
:
1226 case WINED3DSIO_TEXBEM
:
1227 case WINED3DSIO_TEXREG2AR
:
1228 case WINED3DSIO_TEXREG2GB
:
1229 case WINED3DSIO_TEXREG2RGB
:
1230 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1234 /* Not a texture sampling instruction, nothing to do */
1238 texture
= (IWineD3DBaseTextureImpl
*) deviceImpl
->stateBlock
->textures
[sampler_idx
];
1240 fmt
= texture
->resource
.format
;
1241 conversion_group
= texture
->baseTexture
.shader_conversion_group
;
1243 fmt
= WINED3DFMT_UNKNOWN
;
1244 conversion_group
= WINED3DFMT_UNKNOWN
;
1247 /* before doing anything, record the sampler with the format in the format conversion list,
1248 * but check if it's not there already
1250 for(i
= 0; i
< shader
->baseShader
.num_sampled_samplers
; i
++) {
1251 if(shader
->baseShader
.sampled_samplers
[i
] == sampler_idx
) {
1257 shader
->baseShader
.sampled_samplers
[shader
->baseShader
.num_sampled_samplers
] = sampler_idx
;
1258 shader
->baseShader
.num_sampled_samplers
++;
1259 shader
->baseShader
.sampled_format
[sampler_idx
] = conversion_group
;
1263 case WINED3DFMT_V8U8
:
1264 case WINED3DFMT_V16U16
:
1265 if(GL_SUPPORT(NV_TEXTURE_SHADER
) ||
1266 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP
) && fmt
== WINED3DFMT_V8U8
)) {
1267 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
1268 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_2
, &dst_param
);
1269 mask_size
= shader_glsl_get_write_mask_size(mask
);
1270 if(mask_size
>= 3) {
1271 shader_addline(arg
->buffer
, "%s.%c = 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
[3]);
1274 /* Correct the sign, but leave the blue as it is - it was loaded correctly already */
1275 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
,
1276 WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
,
1278 mask_size
= shader_glsl_get_write_mask_size(mask
);
1279 if(mask_size
>= 2) {
1280 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1281 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2],
1282 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2]);
1283 } else if(mask_size
== 1) {
1284 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
[1],
1285 dst_param
.reg_name
, dst_param
.mask_str
[1]);
1290 case WINED3DFMT_X8L8V8U8
:
1291 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1292 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
1293 * and a(X) is always 1.0
1295 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &dst_param
);
1296 mask_size
= shader_glsl_get_write_mask_size(mask
);
1297 if(mask_size
>= 2) {
1298 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1299 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2],
1300 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2]);
1301 } else if(mask_size
== 1) {
1302 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1303 dst_param
.reg_name
, dst_param
.mask_str
[1],
1304 dst_param
.reg_name
, dst_param
.mask_str
[1]);
1309 case WINED3DFMT_L6V5U5
:
1310 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1311 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &dst_param
);
1312 mask_size
= shader_glsl_get_write_mask_size(mask
);
1313 shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_2
, &dst_param2
);
1314 if(mask_size
>= 3) {
1315 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
1316 shader_addline(arg
->buffer
, "tmp0.g = %s.%c;\n",
1317 dst_param
.reg_name
, dst_param
.mask_str
[2]);
1318 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1319 dst_param
.reg_name
, dst_param
.mask_str
[2], dst_param
.mask_str
[1],
1320 dst_param2
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[3]);
1321 shader_addline(arg
->buffer
, "%s.%c = tmp0.g;\n", dst_param
.reg_name
,
1322 dst_param
.mask_str
[3]);
1323 } else if(mask_size
== 2) {
1324 /* This is bad: We have VL, but we need VU */
1325 FIXME("2 components sampled from a converted L6V5U5 texture\n");
1327 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1328 dst_param
.reg_name
, dst_param
.mask_str
[1],
1329 dst_param2
.reg_name
, dst_param
.mask_str
[1]);
1334 case WINED3DFMT_Q8W8V8U8
:
1335 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1336 /* Correct the sign in all channels. The writemask just applies as-is, no
1337 * need for checking the mask size
1339 shader_glsl_add_dst_param(arg
, arg
->dst
,
1340 WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
|
1341 WINED3DSP_WRITEMASK_2
| WINED3DSP_WRITEMASK_3
,
1343 shader_addline(arg
->buffer
, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
,
1344 dst_param
.reg_name
, dst_param
.mask_str
);
1348 case WINED3DFMT_ATI2N
:
1349 /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
1350 * which means the first one is replicated across .rgb, and the 2nd one is in
1351 * .a. We need the 2nd in .g
1353 * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they
1354 * are swapped compared to d3d. So swap red and green.
1356 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &dst_param
);
1357 mask_size
= shader_glsl_get_write_mask_size(mask
);
1358 if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC
)) {
1359 if(mask_size
>= 2) {
1360 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c;\n",
1361 dst_param
.reg_name
, dst_param
.mask_str
[1],
1362 dst_param
.mask_str
[2],
1363 dst_param
.reg_name
, dst_param
.mask_str
[2],
1364 dst_param
.mask_str
[1]);
1366 FIXME("%u components sampled from a converted ATI2N texture\n", mask_size
);
1369 if(mask_size
== 4) {
1370 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
1371 shader_addline(arg
->buffer
, "%s.%c = %s.%c;\n",
1372 dst_param
.reg_name
, dst_param
.mask_str
[2],
1373 dst_param
.reg_name
, dst_param
.mask_str
[4]);
1374 } else if(mask_size
== 1) {
1377 FIXME("%u components sampled from a converted ATI2N texture\n", mask_size
);
1378 /* This is bad: We have .r[gb], but we need .ra */
1383 /* stupid compiler */
1389 /*****************************************************************************
1391 * Begin processing individual instruction opcodes
1393 ****************************************************************************/
1395 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1396 void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
) {
1397 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1398 SHADER_BUFFER
* buffer
= arg
->buffer
;
1399 glsl_src_param_t src0_param
;
1400 glsl_src_param_t src1_param
;
1404 /* Determine the GLSL operator to use based on the opcode */
1405 switch (curOpcode
->opcode
) {
1406 case WINED3DSIO_MUL
: op
= '*'; break;
1407 case WINED3DSIO_ADD
: op
= '+'; break;
1408 case WINED3DSIO_SUB
: op
= '-'; break;
1411 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1415 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1416 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1417 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1418 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
1421 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1422 void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
) {
1423 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1424 SHADER_BUFFER
* buffer
= arg
->buffer
;
1425 glsl_src_param_t src0_param
;
1428 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1429 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1431 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1432 * shader versions WINED3DSIO_MOVA is used for this. */
1433 if ((WINED3DSHADER_VERSION_MAJOR(shader
->baseShader
.hex_version
) == 1 &&
1434 !shader_is_pshader_version(shader
->baseShader
.hex_version
) &&
1435 shader_get_regtype(arg
->dst
) == WINED3DSPR_ADDR
)) {
1436 /* This is a simple floor() */
1437 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1438 if (mask_size
> 1) {
1439 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
1441 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
1443 } else if(arg
->opcode
->opcode
== WINED3DSIO_MOVA
) {
1444 /* We need to *round* to the nearest int here. */
1445 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1446 if (mask_size
> 1) {
1447 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
);
1449 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1452 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
1456 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1457 void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
) {
1458 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1459 SHADER_BUFFER
* buffer
= arg
->buffer
;
1460 glsl_src_param_t src0_param
;
1461 glsl_src_param_t src1_param
;
1462 DWORD dst_write_mask
, src_write_mask
;
1463 unsigned int dst_size
= 0;
1465 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1466 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1468 /* dp3 works on vec3, dp4 on vec4 */
1469 if (curOpcode
->opcode
== WINED3DSIO_DP4
) {
1470 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
1472 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1475 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_write_mask
, &src0_param
);
1476 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_write_mask
, &src1_param
);
1479 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1481 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1485 /* Note that this instruction has some restrictions. The destination write mask
1486 * can't contain the w component, and the source swizzles have to be .xyzw */
1487 void shader_glsl_cross(SHADER_OPCODE_ARG
*arg
) {
1488 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1489 glsl_src_param_t src0_param
;
1490 glsl_src_param_t src1_param
;
1493 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1494 shader_glsl_append_dst(arg
->buffer
, arg
);
1495 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1496 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
1497 shader_addline(arg
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
1500 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1501 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1502 * GLSL uses the value as-is. */
1503 void shader_glsl_pow(SHADER_OPCODE_ARG
*arg
) {
1504 SHADER_BUFFER
*buffer
= arg
->buffer
;
1505 glsl_src_param_t src0_param
;
1506 glsl_src_param_t src1_param
;
1507 DWORD dst_write_mask
;
1508 unsigned int dst_size
;
1510 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1511 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1513 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1514 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1517 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1519 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1523 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1524 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1525 * GLSL uses the value as-is. */
1526 void shader_glsl_log(SHADER_OPCODE_ARG
*arg
) {
1527 SHADER_BUFFER
*buffer
= arg
->buffer
;
1528 glsl_src_param_t src0_param
;
1529 DWORD dst_write_mask
;
1530 unsigned int dst_size
;
1532 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1533 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1535 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1538 shader_addline(buffer
, "vec%d(log2(abs(%s))));\n", dst_size
, src0_param
.param_str
);
1540 shader_addline(buffer
, "log2(abs(%s)));\n", src0_param
.param_str
);
1544 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1545 void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
) {
1546 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1547 SHADER_BUFFER
* buffer
= arg
->buffer
;
1548 glsl_src_param_t src_param
;
1549 const char *instruction
;
1550 char arguments
[256];
1554 /* Determine the GLSL function to use based on the opcode */
1555 /* TODO: Possibly make this a table for faster lookups */
1556 switch (curOpcode
->opcode
) {
1557 case WINED3DSIO_MIN
: instruction
= "min"; break;
1558 case WINED3DSIO_MAX
: instruction
= "max"; break;
1559 case WINED3DSIO_ABS
: instruction
= "abs"; break;
1560 case WINED3DSIO_FRC
: instruction
= "fract"; break;
1561 case WINED3DSIO_NRM
: instruction
= "normalize"; break;
1562 case WINED3DSIO_LOGP
:
1563 case WINED3DSIO_LOG
: instruction
= "log2"; break;
1564 case WINED3DSIO_EXP
: instruction
= "exp2"; break;
1565 case WINED3DSIO_SGN
: instruction
= "sign"; break;
1566 case WINED3DSIO_DSX
: instruction
= "dFdx"; break;
1567 case WINED3DSIO_DSY
: instruction
= "ycorrection.y * dFdy"; break;
1568 default: instruction
= "";
1569 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1573 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1575 arguments
[0] = '\0';
1576 if (curOpcode
->num_params
> 0) {
1577 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src_param
);
1578 strcat(arguments
, src_param
.param_str
);
1579 for (i
= 2; i
< curOpcode
->num_params
; ++i
) {
1580 strcat(arguments
, ", ");
1581 shader_glsl_add_src_param(arg
, arg
->src
[i
-1], arg
->src_addr
[i
-1], write_mask
, &src_param
);
1582 strcat(arguments
, src_param
.param_str
);
1586 shader_addline(buffer
, "%s(%s));\n", instruction
, arguments
);
1589 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1590 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1591 * dst.x = 2^(floor(src))
1592 * dst.y = src - floor(src)
1593 * dst.z = 2^src (partial precision is allowed, but optional)
1595 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1596 * dst = 2^src; (partial precision is allowed, but optional)
1598 void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
) {
1599 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1600 glsl_src_param_t src_param
;
1602 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
1604 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
1607 shader_addline(arg
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
1608 shader_addline(arg
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
1609 shader_addline(arg
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
1610 shader_addline(arg
->buffer
, "tmp0.w = 1.0;\n");
1612 shader_glsl_append_dst(arg
->buffer
, arg
);
1613 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1614 shader_addline(arg
->buffer
, "tmp0%s);\n", dst_mask
);
1617 unsigned int mask_size
;
1619 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1620 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1622 if (mask_size
> 1) {
1623 shader_addline(arg
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
1625 shader_addline(arg
->buffer
, "exp2(%s));\n", src_param
.param_str
);
1630 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1631 void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
) {
1632 glsl_src_param_t src_param
;
1634 unsigned int mask_size
;
1636 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1637 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1638 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1640 if (mask_size
> 1) {
1641 shader_addline(arg
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_param
.param_str
);
1643 shader_addline(arg
->buffer
, "1.0 / %s);\n", src_param
.param_str
);
1647 void shader_glsl_rsq(SHADER_OPCODE_ARG
* arg
) {
1648 SHADER_BUFFER
* buffer
= arg
->buffer
;
1649 glsl_src_param_t src_param
;
1651 unsigned int mask_size
;
1653 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1654 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1656 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1658 if (mask_size
> 1) {
1659 shader_addline(buffer
, "vec%d(inversesqrt(%s)));\n", mask_size
, src_param
.param_str
);
1661 shader_addline(buffer
, "inversesqrt(%s));\n", src_param
.param_str
);
1665 /** Process signed comparison opcodes in GLSL. */
1666 void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
) {
1667 glsl_src_param_t src0_param
;
1668 glsl_src_param_t src1_param
;
1670 unsigned int mask_size
;
1672 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1673 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1674 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1675 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1677 if (mask_size
> 1) {
1678 const char *compare
;
1680 switch(arg
->opcode
->opcode
) {
1681 case WINED3DSIO_SLT
: compare
= "lessThan"; break;
1682 case WINED3DSIO_SGE
: compare
= "greaterThanEqual"; break;
1683 default: compare
= "";
1684 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1687 shader_addline(arg
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
1688 src0_param
.param_str
, src1_param
.param_str
);
1690 switch(arg
->opcode
->opcode
) {
1691 case WINED3DSIO_SLT
:
1692 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1693 * to return 0.0 but step returns 1.0 because step is not < x
1694 * An alternative is a bvec compare padded with an unused second component.
1695 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1696 * issue. Playing with not() is not possible either because not() does not accept
1699 shader_addline(arg
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n", src0_param
.param_str
, src1_param
.param_str
);
1701 case WINED3DSIO_SGE
:
1702 /* Here we can use the step() function and safe a conditional */
1703 shader_addline(arg
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
1706 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1712 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1713 void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
) {
1714 glsl_src_param_t src0_param
;
1715 glsl_src_param_t src1_param
;
1716 glsl_src_param_t src2_param
;
1717 DWORD write_mask
, cmp_channel
= 0;
1720 BOOL temp_destination
= FALSE
;
1722 if(shader_is_scalar(arg
->src
[0])) {
1723 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1725 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
1726 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1727 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1729 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1730 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1732 DWORD src0reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1733 DWORD src1reg
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1734 DWORD src2reg
= arg
->src
[2] & WINED3DSP_REGNUM_MASK
;
1735 DWORD src0regtype
= shader_get_regtype(arg
->src
[0]);
1736 DWORD src1regtype
= shader_get_regtype(arg
->src
[1]);
1737 DWORD src2regtype
= shader_get_regtype(arg
->src
[2]);
1738 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1739 DWORD dstregtype
= shader_get_regtype(arg
->dst
);
1741 /* Cycle through all source0 channels */
1742 for (i
=0; i
<4; i
++) {
1744 /* Find the destination channels which use the current source0 channel */
1745 for (j
=0; j
<4; j
++) {
1746 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1747 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1748 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1752 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1753 * The first lines may overwrite source parameters of the following lines.
1754 * Deal with that by using a temporary destination register if needed
1756 if((src0reg
== dstreg
&& src0regtype
== dstregtype
) ||
1757 (src1reg
== dstreg
&& src1regtype
== dstregtype
) ||
1758 (src2reg
== dstreg
&& src2regtype
== dstregtype
)) {
1760 write_mask
= shader_glsl_get_write_mask(arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
), mask_char
);
1761 if (!write_mask
) continue;
1762 shader_addline(arg
->buffer
, "tmp0%s = (", mask_char
);
1763 temp_destination
= TRUE
;
1765 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1766 if (!write_mask
) continue;
1769 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1770 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1771 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1773 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1774 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1777 if(temp_destination
) {
1778 shader_glsl_get_write_mask(arg
->dst
, mask_char
);
1779 shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
);
1780 shader_addline(arg
->buffer
, "tmp0%s);\n", mask_char
);
1786 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1787 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1788 * the compare is done per component of src0. */
1789 void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
) {
1790 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1791 glsl_src_param_t src0_param
;
1792 glsl_src_param_t src1_param
;
1793 glsl_src_param_t src2_param
;
1794 DWORD write_mask
, cmp_channel
= 0;
1797 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(1, 4)) {
1798 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1799 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1800 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1801 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1803 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1804 if(arg
->opcode_token
& WINED3DSI_COISSUE
) {
1805 shader_addline(arg
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
1807 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1808 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1812 /* Cycle through all source0 channels */
1813 for (i
=0; i
<4; i
++) {
1815 /* Find the destination channels which use the current source0 channel */
1816 for (j
=0; j
<4; j
++) {
1817 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1818 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1819 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1822 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1823 if (!write_mask
) continue;
1825 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1826 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1827 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1829 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1830 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1834 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1835 void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
) {
1836 glsl_src_param_t src0_param
;
1837 glsl_src_param_t src1_param
;
1838 glsl_src_param_t src2_param
;
1841 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1842 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1843 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1844 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1845 shader_addline(arg
->buffer
, "(%s * %s) + %s);\n",
1846 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1849 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1850 Vertex shaders to GLSL codes */
1851 void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
) {
1853 int nComponents
= 0;
1854 SHADER_OPCODE_ARG tmpArg
;
1856 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1858 /* Set constants for the temporary argument */
1859 tmpArg
.shader
= arg
->shader
;
1860 tmpArg
.buffer
= arg
->buffer
;
1861 tmpArg
.src
[0] = arg
->src
[0];
1862 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1863 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1864 tmpArg
.reg_maps
= arg
->reg_maps
;
1866 switch(arg
->opcode
->opcode
) {
1867 case WINED3DSIO_M4x4
:
1869 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1871 case WINED3DSIO_M4x3
:
1873 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1875 case WINED3DSIO_M3x4
:
1877 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1879 case WINED3DSIO_M3x3
:
1881 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1883 case WINED3DSIO_M3x2
:
1885 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1891 for (i
= 0; i
< nComponents
; i
++) {
1892 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1893 tmpArg
.src
[1] = arg
->src
[1]+i
;
1894 shader_glsl_dot(&tmpArg
);
1899 The LRP instruction performs a component-wise linear interpolation
1900 between the second and third operands using the first operand as the
1901 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1902 This is equivalent to mix(src2, src1, src0);
1904 void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
) {
1905 glsl_src_param_t src0_param
;
1906 glsl_src_param_t src1_param
;
1907 glsl_src_param_t src2_param
;
1910 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1912 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1913 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1914 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1916 shader_addline(arg
->buffer
, "mix(%s, %s, %s));\n",
1917 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
1920 /** Process the WINED3DSIO_LIT instruction in GLSL:
1921 * dst.x = dst.w = 1.0
1922 * dst.y = (src0.x > 0) ? src0.x
1923 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1924 * where src.w is clamped at +- 128
1926 void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
) {
1927 glsl_src_param_t src0_param
;
1928 glsl_src_param_t src1_param
;
1929 glsl_src_param_t src3_param
;
1932 shader_glsl_append_dst(arg
->buffer
, arg
);
1933 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1935 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1936 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
1937 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
1939 /* The sdk specifies the instruction like this
1941 * if(src.x > 0.0) dst.y = src.x
1943 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
1947 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
1948 * dst.x = 1.0 ... No further explanation needed
1949 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
1950 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
1951 * dst.w = 1.0. ... Nothing fancy.
1953 * So we still have one conditional in there. So do this:
1954 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
1956 * 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),
1957 * 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.
1958 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
1960 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",
1961 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
1964 /** Process the WINED3DSIO_DST instruction in GLSL:
1966 * dst.y = src0.x * src0.y
1970 void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
) {
1971 glsl_src_param_t src0y_param
;
1972 glsl_src_param_t src0z_param
;
1973 glsl_src_param_t src1y_param
;
1974 glsl_src_param_t src1w_param
;
1977 shader_glsl_append_dst(arg
->buffer
, arg
);
1978 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1980 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
1981 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
1982 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
1983 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
1985 shader_addline(arg
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1986 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
1989 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1990 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1991 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1993 * dst.x = cos(src0.?)
1994 * dst.y = sin(src0.?)
1998 void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
) {
1999 glsl_src_param_t src0_param
;
2002 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2003 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2005 switch (write_mask
) {
2006 case WINED3DSP_WRITEMASK_0
:
2007 shader_addline(arg
->buffer
, "cos(%s));\n", src0_param
.param_str
);
2010 case WINED3DSP_WRITEMASK_1
:
2011 shader_addline(arg
->buffer
, "sin(%s));\n", src0_param
.param_str
);
2014 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
2015 shader_addline(arg
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
2019 ERR("Write mask should be .x, .y or .xy\n");
2024 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2025 * Start a for() loop where src1.y is the initial value of aL,
2026 * increment aL by src1.z for a total of src1.x iterations.
2027 * Need to use a temporary variable for this operation.
2029 /* FIXME: I don't think nested loops will work correctly this way. */
2030 void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
) {
2031 glsl_src_param_t src1_param
;
2032 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
2033 DWORD regtype
= shader_get_regtype(arg
->src
[1]);
2034 DWORD reg
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2035 const DWORD
*control_values
= NULL
;
2036 local_constant
*constant
;
2038 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
2040 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2041 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2042 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2045 if(regtype
== WINED3DSPR_CONSTINT
) {
2046 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
2047 if(constant
->idx
== reg
) {
2048 control_values
= constant
->value
;
2054 if(control_values
) {
2055 if(control_values
[2] > 0) {
2056 shader_addline(arg
->buffer
, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2057 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2058 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2059 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2060 } else if(control_values
[2] == 0) {
2061 shader_addline(arg
->buffer
, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2062 shader
->baseShader
.cur_loop_depth
, control_values
[1], shader
->baseShader
.cur_loop_depth
,
2063 shader
->baseShader
.cur_loop_depth
, control_values
[0],
2064 shader
->baseShader
.cur_loop_depth
);
2066 shader_addline(arg
->buffer
, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2067 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2068 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2069 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2072 shader_addline(arg
->buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2073 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
,
2074 src1_param
.reg_name
, shader
->baseShader
.cur_loop_depth
, src1_param
.reg_name
,
2075 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
, src1_param
.reg_name
);
2078 shader
->baseShader
.cur_loop_depth
++;
2079 shader
->baseShader
.cur_loop_regno
++;
2082 void shader_glsl_end(SHADER_OPCODE_ARG
* arg
) {
2083 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
2085 shader_addline(arg
->buffer
, "}\n");
2087 if(arg
->opcode
->opcode
== WINED3DSIO_ENDLOOP
) {
2088 shader
->baseShader
.cur_loop_depth
--;
2089 shader
->baseShader
.cur_loop_regno
--;
2091 if(arg
->opcode
->opcode
== WINED3DSIO_ENDREP
) {
2092 shader
->baseShader
.cur_loop_depth
--;
2096 void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
) {
2097 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
2098 glsl_src_param_t src0_param
;
2100 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2101 shader_addline(arg
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2102 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2103 src0_param
.param_str
, shader
->baseShader
.cur_loop_depth
);
2104 shader
->baseShader
.cur_loop_depth
++;
2107 void shader_glsl_if(SHADER_OPCODE_ARG
* arg
) {
2108 glsl_src_param_t src0_param
;
2110 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2111 shader_addline(arg
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2114 void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
) {
2115 glsl_src_param_t src0_param
;
2116 glsl_src_param_t src1_param
;
2118 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2119 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2121 shader_addline(arg
->buffer
, "if (%s %s %s) {\n",
2122 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
2125 void shader_glsl_else(SHADER_OPCODE_ARG
* arg
) {
2126 shader_addline(arg
->buffer
, "} else {\n");
2129 void shader_glsl_break(SHADER_OPCODE_ARG
* arg
) {
2130 shader_addline(arg
->buffer
, "break;\n");
2133 /* FIXME: According to MSDN the compare is done per component. */
2134 void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
) {
2135 glsl_src_param_t src0_param
;
2136 glsl_src_param_t src1_param
;
2138 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2139 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2141 shader_addline(arg
->buffer
, "if (%s %s %s) break;\n",
2142 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
2145 void shader_glsl_label(SHADER_OPCODE_ARG
* arg
) {
2147 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2148 shader_addline(arg
->buffer
, "}\n");
2149 shader_addline(arg
->buffer
, "void subroutine%u () {\n", snum
);
2152 void shader_glsl_call(SHADER_OPCODE_ARG
* arg
) {
2153 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2154 shader_addline(arg
->buffer
, "subroutine%u();\n", snum
);
2157 void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
) {
2158 glsl_src_param_t src1_param
;
2160 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2161 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2162 shader_addline(arg
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, snum
);
2165 /*********************************************
2166 * Pixel Shader Specific Code begins here
2167 ********************************************/
2168 void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
) {
2169 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2170 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2171 DWORD hex_version
= This
->baseShader
.hex_version
;
2172 char dst_swizzle
[6];
2173 glsl_sample_function_t sample_function
;
2176 BOOL projected
, texrect
= FALSE
;
2179 /* All versions have a destination register */
2180 shader_glsl_append_dst(arg
->buffer
, arg
);
2182 /* 1.0-1.4: Use destination register as sampler source.
2183 * 2.0+: Use provided sampler source. */
2184 if (hex_version
< WINED3DPS_VERSION(1,4)) {
2187 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2188 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2190 if (flags
& WINED3DTTFF_PROJECTED
) {
2192 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2193 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2194 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
2195 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
2196 case WINED3DTTFF_COUNT4
:
2197 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
2202 } else if (hex_version
< WINED3DPS_VERSION(2,0)) {
2203 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2204 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2206 if (src_mod
== WINED3DSPSM_DZ
) {
2208 mask
= WINED3DSP_WRITEMASK_2
;
2209 } else if (src_mod
== WINED3DSPSM_DW
) {
2211 mask
= WINED3DSP_WRITEMASK_3
;
2216 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2217 if(arg
->opcode_token
& WINED3DSI_TEXLD_PROJECT
) {
2218 /* ps 2.0 texldp instruction always divides by the fourth component. */
2220 mask
= WINED3DSP_WRITEMASK_3
;
2226 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2227 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2231 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2232 shader_glsl_get_sample_function(sampler_type
, projected
, texrect
, &sample_function
);
2233 mask
|= sample_function
.coord_mask
;
2235 if (hex_version
< WINED3DPS_VERSION(2,0)) {
2236 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
2238 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
2241 /* 1.0-1.3: Use destination register as coordinate source.
2242 1.4+: Use provided coordinate source register. */
2243 if (hex_version
< WINED3DPS_VERSION(1,4)) {
2245 shader_glsl_get_write_mask(mask
, coord_mask
);
2246 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s)%s);\n",
2247 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, dst_swizzle
);
2249 glsl_src_param_t coord_param
;
2250 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], mask
, &coord_param
);
2251 if(arg
->opcode_token
& WINED3DSI_TEXLD_BIAS
) {
2252 glsl_src_param_t bias
;
2253 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &bias
);
2255 shader_addline(arg
->buffer
, "%s(Psampler%u, %s, %s)%s);\n",
2256 sample_function
.name
, sampler_idx
, coord_param
.param_str
,
2257 bias
.param_str
, dst_swizzle
);
2259 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n",
2260 sample_function
.name
, sampler_idx
, coord_param
.param_str
, dst_swizzle
);
2265 void shader_glsl_texldl(SHADER_OPCODE_ARG
* arg
) {
2266 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
2267 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2268 glsl_sample_function_t sample_function
;
2269 glsl_src_param_t coord_param
, lod_param
;
2270 char dst_swizzle
[6];
2273 BOOL texrect
= FALSE
;
2275 shader_glsl_append_dst(arg
->buffer
, arg
);
2276 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
2278 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2279 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2280 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2281 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2284 shader_glsl_get_sample_function(sampler_type
, FALSE
, texrect
, &sample_function
); shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, &coord_param
);
2286 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
2288 if (shader_is_pshader_version(This
->baseShader
.hex_version
)) {
2289 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2290 * However, they seem to work just fine in fragment shaders as well. */
2291 WARN("Using %sLod in fragment shader.\n", sample_function
.name
);
2292 shader_addline(arg
->buffer
, "%sLod(Psampler%u, %s, %s)%s);\n",
2293 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2295 shader_addline(arg
->buffer
, "%sLod(Vsampler%u, %s, %s)%s);\n",
2296 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2300 void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
) {
2302 /* FIXME: Make this work for more than just 2D textures */
2304 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2305 SHADER_BUFFER
* buffer
= arg
->buffer
;
2306 DWORD hex_version
= This
->baseShader
.hex_version
;
2310 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2311 shader_glsl_get_write_mask(write_mask
, dst_mask
);
2313 if (hex_version
!= WINED3DPS_VERSION(1,4)) {
2314 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2315 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg
, dst_mask
);
2317 DWORD reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
2318 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2319 char dst_swizzle
[6];
2321 shader_glsl_get_swizzle(arg
->src
[0], FALSE
, write_mask
, dst_swizzle
);
2323 if (src_mod
== WINED3DSPSM_DZ
) {
2324 glsl_src_param_t div_param
;
2325 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2326 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
2328 if (mask_size
> 1) {
2329 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2331 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2333 } else if (src_mod
== WINED3DSPSM_DW
) {
2334 glsl_src_param_t div_param
;
2335 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2336 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
2338 if (mask_size
> 1) {
2339 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2341 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2344 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
2349 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2350 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2351 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2352 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
) {
2353 glsl_src_param_t src0_param
;
2355 glsl_sample_function_t sample_function
;
2356 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2357 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2358 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2360 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2362 shader_glsl_append_dst(arg
->buffer
, arg
);
2363 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2365 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2366 * scalar, and projected sampling would require 4.
2368 * It is a dependent read - not valid with conditional NP2 textures
2370 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2372 switch(count_bits(sample_function
.coord_mask
)) {
2374 shader_addline(arg
->buffer
, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2375 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2379 shader_addline(arg
->buffer
, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2380 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2384 shader_addline(arg
->buffer
, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2385 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2388 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function
.coord_mask
));
2392 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2393 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2394 void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
) {
2395 glsl_src_param_t src0_param
;
2396 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2397 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2399 unsigned int mask_size
;
2401 dst_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2402 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
2403 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2405 if (mask_size
> 1) {
2406 shader_addline(arg
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
2408 shader_addline(arg
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
2412 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2413 * Calculate the depth as dst.x / dst.y */
2414 void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
) {
2415 glsl_dst_param_t dst_param
;
2417 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2419 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2420 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2421 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2422 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2425 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
);
2428 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2429 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2430 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2431 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2433 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
) {
2434 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2435 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2436 glsl_src_param_t src0_param
;
2438 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2440 shader_addline(arg
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
2441 shader_addline(arg
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2444 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2445 * Calculate the 1st of a 2-row matrix multiplication. */
2446 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
) {
2447 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2448 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2449 SHADER_BUFFER
* buffer
= arg
->buffer
;
2450 glsl_src_param_t src0_param
;
2452 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2453 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2456 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2457 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2458 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
) {
2460 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2461 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2462 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2463 SHADER_BUFFER
* buffer
= arg
->buffer
;
2464 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2465 glsl_src_param_t src0_param
;
2467 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2468 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
2469 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2472 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
) {
2473 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2474 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2475 SHADER_BUFFER
* buffer
= arg
->buffer
;
2476 glsl_src_param_t src0_param
;
2479 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2480 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2482 shader_glsl_append_dst(buffer
, arg
);
2483 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2485 /* Sample the texture using the calculated coordinates */
2486 shader_addline(buffer
, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg
, dst_mask
);
2489 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2490 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2491 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
) {
2492 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2493 glsl_src_param_t src0_param
;
2495 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2496 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2497 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2498 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2499 glsl_sample_function_t sample_function
;
2501 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2502 shader_addline(arg
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2504 shader_glsl_append_dst(arg
->buffer
, arg
);
2505 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2506 /* Dependent read, not valid with conditional NP2 */
2507 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2509 /* Sample the texture using the calculated coordinates */
2510 shader_addline(arg
->buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2512 current_state
->current_row
= 0;
2515 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2516 * Perform the 3rd row of a 3x3 matrix multiply */
2517 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
) {
2518 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2519 glsl_src_param_t src0_param
;
2521 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2522 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2523 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2525 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2527 shader_glsl_append_dst(arg
->buffer
, arg
);
2528 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2529 shader_addline(arg
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
2531 current_state
->current_row
= 0;
2534 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2535 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2536 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
) {
2538 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2539 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2540 glsl_src_param_t src0_param
;
2541 glsl_src_param_t src1_param
;
2543 SHADER_BUFFER
* buffer
= arg
->buffer
;
2544 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2545 DWORD stype
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2546 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2547 glsl_sample_function_t sample_function
;
2549 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2550 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
2552 /* Perform the last matrix multiply operation */
2553 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2554 /* Reflection calculation */
2555 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
2557 shader_glsl_append_dst(buffer
, arg
);
2558 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2559 /* Dependent read, not valid with conditional NP2 */
2560 shader_glsl_get_sample_function(stype
, FALSE
, FALSE
, &sample_function
);
2562 /* Sample the texture */
2563 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2565 current_state
->current_row
= 0;
2568 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2569 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2570 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
) {
2572 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2573 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2574 SHADER_BUFFER
* buffer
= arg
->buffer
;
2575 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2576 glsl_src_param_t src0_param
;
2578 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2579 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2580 glsl_sample_function_t sample_function
;
2582 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2584 /* Perform the last matrix multiply operation */
2585 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
2587 /* Construct the eye-ray vector from w coordinates */
2588 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2589 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
2590 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2592 shader_glsl_append_dst(buffer
, arg
);
2593 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2594 /* Dependent read, not valid with conditional NP2 */
2595 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2597 /* Sample the texture using the calculated coordinates */
2598 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2600 current_state
->current_row
= 0;
2603 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2604 * Apply a fake bump map transform.
2605 * texbem is pshader <= 1.3 only, this saves a few version checks
2607 void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
) {
2608 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2609 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2610 char dst_swizzle
[6];
2611 glsl_sample_function_t sample_function
;
2612 glsl_src_param_t coord_param
;
2619 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2620 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2622 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2623 /* Dependent read, not valid with conditional NP2 */
2624 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2625 mask
= sample_function
.coord_mask
;
2627 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
2629 shader_glsl_get_write_mask(mask
, coord_mask
);
2631 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2632 * so we can't let the GL handle this.
2634 if (flags
& WINED3DTTFF_PROJECTED
) {
2636 char coord_div_mask
[3];
2637 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2638 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2639 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
2640 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
2641 case WINED3DTTFF_COUNT4
:
2642 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
2644 shader_glsl_get_write_mask(div_mask
, coord_div_mask
);
2645 shader_addline(arg
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
2648 shader_glsl_append_dst(arg
->buffer
, arg
);
2649 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &coord_param
);
2650 if(arg
->opcode
->opcode
== WINED3DSIO_TEXBEML
) {
2651 glsl_src_param_t luminance_param
;
2652 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
2653 shader_addline(arg
->buffer
, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )*(%s * luminancescale%d + luminanceoffset%d))%s);\n",
2654 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, sampler_idx
, coord_param
.param_str
, coord_mask
,
2655 luminance_param
.param_str
, sampler_idx
, sampler_idx
, dst_swizzle
);
2657 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )%s);\n",
2658 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, sampler_idx
, coord_param
.param_str
, coord_mask
, dst_swizzle
);
2662 void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
) {
2663 glsl_src_param_t src0_param
, src1_param
;
2664 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2666 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src0_param
);
2667 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src1_param
);
2669 shader_glsl_append_dst(arg
->buffer
, arg
);
2670 shader_addline(arg
->buffer
, "%s + bumpenvmat%d * %s);\n",
2671 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
2674 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2675 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2676 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
) {
2678 glsl_src_param_t src0_param
;
2679 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2682 shader_glsl_append_dst(arg
->buffer
, arg
);
2683 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2684 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2686 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2689 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2690 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2691 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
) {
2692 glsl_src_param_t src0_param
;
2693 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2696 shader_glsl_append_dst(arg
->buffer
, arg
);
2697 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2698 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2700 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2703 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2704 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2705 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
) {
2706 glsl_src_param_t src0_param
;
2708 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2709 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2710 glsl_sample_function_t sample_function
;
2712 shader_glsl_append_dst(arg
->buffer
, arg
);
2713 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2714 /* Dependent read, not valid with conditional NP2 */
2715 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2716 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, &src0_param
);
2718 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n", sample_function
.name
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2721 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2722 * If any of the first 3 components are < 0, discard this pixel */
2723 void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
) {
2724 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2725 DWORD hex_version
= This
->baseShader
.hex_version
;
2726 glsl_dst_param_t dst_param
;
2728 /* The argument is a destination parameter, and no writemasks are allowed */
2729 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2730 if((hex_version
>= WINED3DPS_VERSION(2,0))) {
2731 /* 2.0 shaders compare all 4 components in texkill */
2732 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
2734 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2735 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2736 * 4 components are defined, only the first 3 are used
2738 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
2742 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2743 * dst = dot2(src0, src1) + src2 */
2744 void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
) {
2745 glsl_src_param_t src0_param
;
2746 glsl_src_param_t src1_param
;
2747 glsl_src_param_t src2_param
;
2749 unsigned int mask_size
;
2751 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2752 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2754 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
2755 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
2756 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
2758 if (mask_size
> 1) {
2759 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
);
2761 shader_addline(arg
->buffer
, "dot(%s, %s) + %s);\n", src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2765 void pshader_glsl_input_pack(
2766 SHADER_BUFFER
* buffer
,
2767 semantic
* semantics_in
,
2768 IWineD3DPixelShader
*iface
) {
2771 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
2773 for (i
= 0; i
< MAX_REG_INPUT
; i
++) {
2775 DWORD usage_token
= semantics_in
[i
].usage
;
2776 DWORD register_token
= semantics_in
[i
].reg
;
2777 DWORD usage
, usage_idx
;
2781 if (!usage_token
) continue;
2782 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2783 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2784 shader_glsl_get_write_mask(register_token
, reg_mask
);
2788 case WINED3DDECLUSAGE_TEXCOORD
:
2789 if(usage_idx
< 8 && This
->vertexprocessing
== pretransformed
) {
2790 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2791 This
->input_reg_map
[i
], reg_mask
, usage_idx
, reg_mask
);
2793 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2794 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2798 case WINED3DDECLUSAGE_COLOR
:
2800 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
2801 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2802 else if (usage_idx
== 1)
2803 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2804 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2806 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2807 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2811 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2812 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2817 /*********************************************
2818 * Vertex Shader Specific Code begins here
2819 ********************************************/
2821 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
) {
2822 glsl_program_key_t
*key
;
2824 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2825 key
->vshader
= entry
->vshader
;
2826 key
->pshader
= entry
->pshader
;
2828 hash_table_put(priv
->glsl_program_lookup
, key
, entry
);
2831 static struct glsl_shader_prog_link
*get_glsl_program_entry(struct shader_glsl_priv
*priv
,
2832 GLhandleARB vshader
, GLhandleARB pshader
) {
2833 glsl_program_key_t key
;
2835 key
.vshader
= vshader
;
2836 key
.pshader
= pshader
;
2838 return (struct glsl_shader_prog_link
*)hash_table_get(priv
->glsl_program_lookup
, &key
);
2841 void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, WineD3D_GL_Info
*gl_info
, struct glsl_shader_prog_link
*entry
) {
2842 glsl_program_key_t
*key
;
2844 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2845 key
->vshader
= entry
->vshader
;
2846 key
->pshader
= entry
->pshader
;
2847 hash_table_remove(priv
->glsl_program_lookup
, key
);
2849 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
2850 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
2851 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
2852 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
2853 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
2854 HeapFree(GetProcessHeap(), 0, entry
);
2857 static void handle_ps3_input(SHADER_BUFFER
*buffer
, semantic
*semantics_in
, semantic
*semantics_out
, WineD3D_GL_Info
*gl_info
, DWORD
*map
) {
2859 DWORD usage_token
, usage_token_out
;
2860 DWORD register_token
, register_token_out
;
2861 DWORD usage
, usage_idx
, usage_out
, usage_idx_out
;
2864 DWORD in_count
= GL_LIMITS(glsl_varyings
) / 4;
2865 char reg_mask
[6], reg_mask_out
[6];
2866 char destination
[50];
2868 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
2870 if (!semantics_out
) {
2871 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
2872 shader_addline(buffer
, "vec4 front_color = gl_FrontColor;\n");
2873 shader_addline(buffer
, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
2876 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
2877 usage_token
= semantics_in
[i
].usage
;
2878 if (!usage_token
) continue;
2881 if (in_idx
>= (in_count
+ 2)) {
2882 FIXME("More input varyings declared than supported, expect issues\n");
2884 } else if(map
[i
] == -1) {
2885 /* Declared, but not read register */
2889 if (in_idx
== in_count
) {
2890 sprintf(destination
, "gl_FrontColor");
2891 } else if (in_idx
== in_count
+ 1) {
2892 sprintf(destination
, "gl_FrontSecondaryColor");
2894 sprintf(destination
, "IN[%u]", in_idx
);
2897 register_token
= semantics_in
[i
].reg
;
2899 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2900 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2901 set
[map
[i
]] = shader_glsl_get_write_mask(register_token
, reg_mask
);
2903 if(!semantics_out
) {
2905 case WINED3DDECLUSAGE_COLOR
:
2907 shader_addline(buffer
, "%s%s = front_color%s;\n",
2908 destination
, reg_mask
, reg_mask
);
2909 else if (usage_idx
== 1)
2910 shader_addline(buffer
, "%s%s = front_secondary_color%s;\n",
2911 destination
, reg_mask
, reg_mask
);
2913 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2914 destination
, reg_mask
, reg_mask
);
2917 case WINED3DDECLUSAGE_TEXCOORD
:
2918 if (usage_idx
< 8) {
2919 shader_addline(buffer
, "%s%s = gl_TexCoord[%u]%s;\n",
2920 destination
, reg_mask
, usage_idx
, reg_mask
);
2922 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2923 destination
, reg_mask
, reg_mask
);
2927 case WINED3DDECLUSAGE_FOG
:
2928 shader_addline(buffer
, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
2929 destination
, reg_mask
, reg_mask
);
2933 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2934 destination
, reg_mask
, reg_mask
);
2938 for(j
= 0; j
< MAX_REG_OUTPUT
; j
++) {
2939 usage_token_out
= semantics_out
[j
].usage
;
2940 if (!usage_token_out
) continue;
2941 register_token_out
= semantics_out
[j
].reg
;
2943 usage_out
= (usage_token_out
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2944 usage_idx_out
= (usage_token_out
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2945 shader_glsl_get_write_mask(register_token_out
, reg_mask_out
);
2947 if(usage
== usage_out
&&
2948 usage_idx
== usage_idx_out
) {
2949 shader_addline(buffer
, "%s%s = OUT[%u]%s;\n",
2950 destination
, reg_mask
, j
, reg_mask
);
2955 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2956 destination
, reg_mask
, reg_mask
);
2961 /* This is solely to make the compiler / linker happy and avoid warning about undefined
2962 * varyings. It shouldn't result in any real code executed on the GPU, since all read
2963 * input varyings are assigned above, if the optimizer works properly.
2965 for(i
= 0; i
< in_count
+ 2; i
++) {
2966 if(set
[i
] != WINED3DSP_WRITEMASK_ALL
) {
2967 unsigned int size
= 0;
2968 memset(reg_mask
, 0, sizeof(reg_mask
));
2969 if(!(set
[i
] & WINED3DSP_WRITEMASK_0
)) {
2970 reg_mask
[size
] = 'x';
2973 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
2974 reg_mask
[size
] = 'y';
2977 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
2978 reg_mask
[size
] = 'z';
2981 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
2982 reg_mask
[size
] = 'w';
2986 if (i
== in_count
) {
2987 sprintf(destination
, "gl_FrontColor");
2988 } else if (i
== in_count
+ 1) {
2989 sprintf(destination
, "gl_FrontSecondaryColor");
2991 sprintf(destination
, "IN[%u]", i
);
2995 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
2997 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
3002 HeapFree(GetProcessHeap(), 0, set
);
3005 static GLhandleARB
generate_param_reorder_function(IWineD3DVertexShader
*vertexshader
,
3006 IWineD3DPixelShader
*pixelshader
,
3007 WineD3D_GL_Info
*gl_info
) {
3008 GLhandleARB ret
= 0;
3009 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) vertexshader
;
3010 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pixelshader
;
3011 DWORD vs_major
= vs
? WINED3DSHADER_VERSION_MAJOR(vs
->baseShader
.hex_version
) : 0;
3012 DWORD ps_major
= ps
? WINED3DSHADER_VERSION_MAJOR(ps
->baseShader
.hex_version
) : 0;
3014 SHADER_BUFFER buffer
;
3016 DWORD register_token
;
3017 DWORD usage
, usage_idx
, writemask
;
3019 semantic
*semantics_out
, *semantics_in
;
3021 buffer
.buffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, SHADER_PGMSIZE
);
3024 buffer
.newline
= TRUE
;
3026 shader_addline(&buffer
, "#version 120\n");
3028 if(vs_major
< 3 && ps_major
< 3) {
3029 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3030 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3032 if((GLINFO_LOCATION
).set_texcoord_w
&& ps_major
== 0 && vs_major
> 0) {
3033 shader_addline(&buffer
, "void order_ps_input() {\n");
3034 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
3035 if(vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3036 vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3037 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", i
);
3040 shader_addline(&buffer
, "}\n");
3042 shader_addline(&buffer
, "void order_ps_input() { /* do nothing */ }\n");
3044 } else if(ps_major
< 3 && vs_major
>= 3) {
3045 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3046 semantics_out
= vs
->semantics_out
;
3048 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3049 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
3050 usage_token
= semantics_out
[i
].usage
;
3051 if (!usage_token
) continue;
3052 register_token
= semantics_out
[i
].reg
;
3054 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
3055 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
3056 writemask
= shader_glsl_get_write_mask(register_token
, reg_mask
);
3059 case WINED3DDECLUSAGE_COLOR
:
3061 shader_addline(&buffer
, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3062 else if (usage_idx
== 1)
3063 shader_addline(&buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3066 case WINED3DDECLUSAGE_POSITION
:
3067 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3070 case WINED3DDECLUSAGE_TEXCOORD
:
3071 if (usage_idx
< 8) {
3072 if(!(GLINFO_LOCATION
).set_texcoord_w
|| ps_major
> 0) writemask
|= WINED3DSP_WRITEMASK_3
;
3074 shader_addline(&buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3075 usage_idx
, reg_mask
, i
, reg_mask
);
3076 if(!(writemask
& WINED3DSP_WRITEMASK_3
)) {
3077 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", usage_idx
);
3082 case WINED3DDECLUSAGE_PSIZE
:
3083 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3086 case WINED3DDECLUSAGE_FOG
:
3087 shader_addline(&buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
3094 shader_addline(&buffer
, "}\n");
3096 } else if(ps_major
>= 3 && vs_major
>= 3) {
3097 semantics_out
= vs
->semantics_out
;
3098 semantics_in
= ps
->semantics_in
;
3100 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3101 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3102 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3104 /* First, sort out position and point size. Those are not passed to the pixel shader */
3105 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
3106 usage_token
= semantics_out
[i
].usage
;
3107 if (!usage_token
) continue;
3108 register_token
= semantics_out
[i
].reg
;
3110 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
3111 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
3112 shader_glsl_get_write_mask(register_token
, reg_mask
);
3115 case WINED3DDECLUSAGE_POSITION
:
3116 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3119 case WINED3DDECLUSAGE_PSIZE
:
3120 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3128 /* Then, fix the pixel shader input */
3129 handle_ps3_input(&buffer
, semantics_in
, semantics_out
, gl_info
, ps
->input_reg_map
);
3131 shader_addline(&buffer
, "}\n");
3132 } else if(ps_major
>= 3 && vs_major
< 3) {
3133 semantics_in
= ps
->semantics_in
;
3135 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3136 shader_addline(&buffer
, "void order_ps_input() {\n");
3137 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3138 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3139 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3141 handle_ps3_input(&buffer
, semantics_in
, NULL
, gl_info
, ps
->input_reg_map
);
3142 shader_addline(&buffer
, "}\n");
3144 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major
, ps_major
);
3147 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3148 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3149 GL_EXTCALL(glShaderSourceARB(ret
, 1, (const char**)&buffer
.buffer
, NULL
));
3150 checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
3151 GL_EXTCALL(glCompileShaderARB(ret
));
3152 checkGLcall("glCompileShaderARB(ret)");
3154 HeapFree(GetProcessHeap(), 0, buffer
.buffer
);
3158 static void hardcode_local_constants(IWineD3DBaseShaderImpl
*shader
, WineD3D_GL_Info
*gl_info
, GLhandleARB programId
, char prefix
) {
3159 local_constant
* lconst
;
3164 LIST_FOR_EACH_ENTRY(lconst
, &shader
->baseShader
.constantsF
, local_constant
, entry
) {
3165 value
= (float *) lconst
->value
;
3166 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
3167 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3168 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
3170 checkGLcall("Hardcoding local constants\n");
3173 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3174 * It sets the programId on the current StateBlock (because it should be called
3175 * inside of the DrawPrimitive() part of the render loop).
3177 * If a program for the given combination does not exist, create one, and store
3178 * the program in the hash table. If it creates a program, it will link the
3179 * given objects, too.
3181 static void set_glsl_shader_program(IWineD3DDevice
*iface
, BOOL use_ps
, BOOL use_vs
) {
3182 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3183 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)This
->shader_priv
;
3184 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3185 IWineD3DPixelShader
*pshader
= This
->stateBlock
->pixelShader
;
3186 IWineD3DVertexShader
*vshader
= This
->stateBlock
->vertexShader
;
3187 struct glsl_shader_prog_link
*entry
= NULL
;
3188 GLhandleARB programId
= 0;
3189 GLhandleARB reorder_shader_id
= 0;
3193 GLhandleARB vshader_id
= use_vs
? ((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.prgId
: 0;
3194 GLhandleARB pshader_id
= use_ps
? ((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.prgId
: 0;
3195 entry
= get_glsl_program_entry(priv
, vshader_id
, pshader_id
);
3197 priv
->glsl_program
= entry
;
3201 /* If we get to this point, then no matching program exists, so we create one */
3202 programId
= GL_EXTCALL(glCreateProgramObjectARB());
3203 TRACE("Created new GLSL shader program %u\n", programId
);
3205 /* Create the entry */
3206 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
3207 entry
->programId
= programId
;
3208 entry
->vshader
= vshader_id
;
3209 entry
->pshader
= pshader_id
;
3210 /* Add the hash table entry */
3211 add_glsl_program_entry(priv
, entry
);
3213 /* Set the current program */
3214 priv
->glsl_program
= entry
;
3216 /* Attach GLSL vshader */
3218 int max_attribs
= 16; /* TODO: Will this always be the case? It is at the moment... */
3221 reorder_shader_id
= generate_param_reorder_function(vshader
, pshader
, gl_info
);
3222 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
3223 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
3224 checkGLcall("glAttachObjectARB");
3225 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3228 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
3230 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
3231 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
3232 checkGLcall("glAttachObjectARB");
3234 /* Bind vertex attributes to a corresponding index number to match
3235 * the same index numbers as ARB_vertex_programs (makes loading
3236 * vertex attributes simpler). With this method, we can use the
3237 * exact same code to load the attributes later for both ARB and
3240 * We have to do this here because we need to know the Program ID
3241 * in order to make the bindings work, and it has to be done prior
3242 * to linking the GLSL program. */
3243 for (i
= 0; i
< max_attribs
; ++i
) {
3244 if (((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.attributes
[i
]) {
3245 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%i", i
);
3246 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
3249 checkGLcall("glBindAttribLocationARB");
3251 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
3254 /* Attach GLSL pshader */
3256 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
3257 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
3258 checkGLcall("glAttachObjectARB");
3260 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
3263 /* Link the program */
3264 TRACE("Linking GLSL shader program %u\n", programId
);
3265 GL_EXTCALL(glLinkProgramARB(programId
));
3266 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
3268 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
3269 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
3270 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
3271 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3273 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3274 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
3275 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3277 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
3278 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
3279 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
3280 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3282 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3283 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
3284 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3288 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*)pshader
)->numbumpenvmatconsts
; i
++) {
3290 sprintf(name
, "bumpenvmat%d", ((IWineD3DPixelShaderImpl
*)pshader
)->bumpenvmatconst
[i
].texunit
);
3291 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3292 sprintf(name
, "luminancescale%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3293 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3294 sprintf(name
, "luminanceoffset%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3295 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3300 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
3301 entry
->srgb_comparison_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "srgb_comparison"));
3302 entry
->srgb_mul_low_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "srgb_mul_low"));
3303 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
3304 checkGLcall("Find glsl program uniform locations");
3306 if (pshader
&& WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.hex_version
) >= 3
3307 && ((IWineD3DPixelShaderImpl
*)pshader
)->declared_in_count
> GL_LIMITS(glsl_varyings
) / 4) {
3308 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
3309 entry
->vertex_color_clamp
= GL_FALSE
;
3311 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
3314 /* Set the shader to allow uniform loading on it */
3315 GL_EXTCALL(glUseProgramObjectARB(programId
));
3316 checkGLcall("glUseProgramObjectARB(programId)");
3318 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3319 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3320 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3321 * vertex shader with fixed function pixel processing is used we make sure that the card
3322 * supports enough samplers to allow the max number of vertex samplers with all possible
3323 * fixed function fragment processing setups. So once the program is linked these samplers
3327 /* Load vertex shader samplers */
3328 shader_glsl_load_vsamplers(gl_info
, (IWineD3DStateBlock
*)This
->stateBlock
, programId
);
3331 /* Load pixel shader samplers */
3332 shader_glsl_load_psamplers(gl_info
, (IWineD3DStateBlock
*)This
->stateBlock
, programId
);
3335 /* If the local constants do not have to be loaded with the environment constants,
3336 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3339 if(pshader
&& !((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.load_local_constsF
) {
3340 hardcode_local_constants((IWineD3DBaseShaderImpl
*) pshader
, gl_info
, programId
, 'P');
3342 if(vshader
&& !((IWineD3DVertexShaderImpl
*)vshader
)->baseShader
.load_local_constsF
) {
3343 hardcode_local_constants((IWineD3DBaseShaderImpl
*) vshader
, gl_info
, programId
, 'V');
3347 static GLhandleARB
create_glsl_blt_shader(WineD3D_GL_Info
*gl_info
) {
3348 GLhandleARB program_id
;
3349 GLhandleARB vshader_id
, pshader_id
;
3350 const char *blt_vshader
[] = {
3354 " gl_Position = gl_Vertex;\n"
3355 " gl_FrontColor = vec4(1.0);\n"
3356 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
3357 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
3361 const char *blt_pshader
[] = {
3363 "uniform sampler2D sampler;\n"
3366 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3370 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3371 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
3372 GL_EXTCALL(glCompileShaderARB(vshader_id
));
3374 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3375 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, blt_pshader
, NULL
));
3376 GL_EXTCALL(glCompileShaderARB(pshader_id
));
3378 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
3379 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
3380 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
3381 GL_EXTCALL(glLinkProgramARB(program_id
));
3383 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
3385 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3388 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
3389 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
3393 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
3394 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3395 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)This
->shader_priv
;
3396 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3397 GLhandleARB program_id
= 0;
3398 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
3400 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
3402 if (useVS
|| usePS
) set_glsl_shader_program(iface
, usePS
, useVS
);
3403 else priv
->glsl_program
= NULL
;
3405 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
3407 if (old_vertex_color_clamp
!= current_vertex_color_clamp
) {
3408 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT
)) {
3409 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
3410 checkGLcall("glClampColorARB");
3412 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3416 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
3417 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3418 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3419 checkGLcall("glUseProgramObjectARB");
3422 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
) {
3423 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3424 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3425 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*) This
->shader_priv
;
3426 static GLhandleARB loc
= -1;
3428 if (!priv
->depth_blt_glsl_program_id
) {
3429 priv
->depth_blt_glsl_program_id
= create_glsl_blt_shader(gl_info
);
3430 loc
= GL_EXTCALL(glGetUniformLocationARB(priv
->depth_blt_glsl_program_id
, "sampler"));
3433 GL_EXTCALL(glUseProgramObjectARB(priv
->depth_blt_glsl_program_id
));
3434 GL_EXTCALL(glUniform1iARB(loc
, 0));
3437 static void shader_glsl_deselect_depth_blt(IWineD3DDevice
*iface
) {
3438 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3439 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3440 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*) This
->shader_priv
;
3441 GLhandleARB program_id
;
3443 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
3444 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3446 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3447 checkGLcall("glUseProgramObjectARB");
3450 static void shader_glsl_cleanup(IWineD3DDevice
*iface
) {
3451 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3452 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3453 GL_EXTCALL(glUseProgramObjectARB(0));
3456 static void shader_glsl_destroy(IWineD3DBaseShader
*iface
) {
3457 struct list
*linked_programs
;
3458 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
3459 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
3460 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)device
->shader_priv
;
3461 WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
3463 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3464 * can be called from IWineD3DBaseShader::Release
3466 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
3468 if(This
->baseShader
.prgId
== 0) return;
3469 linked_programs
= &This
->baseShader
.linked_programs
;
3471 TRACE("Deleting linked programs\n");
3472 if (linked_programs
->next
) {
3473 struct glsl_shader_prog_link
*entry
, *entry2
;
3476 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
3477 delete_glsl_program_entry(priv
, gl_info
, entry
);
3480 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
3481 delete_glsl_program_entry(priv
, gl_info
, entry
);
3486 TRACE("Deleting shader object %u\n", This
->baseShader
.prgId
);
3487 GL_EXTCALL(glDeleteObjectARB(This
->baseShader
.prgId
));
3488 checkGLcall("glDeleteObjectARB");
3489 This
->baseShader
.prgId
= 0;
3490 This
->baseShader
.is_compiled
= FALSE
;
3493 static unsigned int glsl_program_key_hash(void *key
) {
3494 glsl_program_key_t
*k
= (glsl_program_key_t
*)key
;
3496 unsigned int hash
= k
->vshader
| k
->pshader
<< 16;
3497 hash
+= ~(hash
<< 15);
3498 hash
^= (hash
>> 10);
3499 hash
+= (hash
<< 3);
3500 hash
^= (hash
>> 6);
3501 hash
+= ~(hash
<< 11);
3502 hash
^= (hash
>> 16);
3507 static BOOL
glsl_program_key_compare(void *keya
, void *keyb
) {
3508 glsl_program_key_t
*ka
= (glsl_program_key_t
*)keya
;
3509 glsl_program_key_t
*kb
= (glsl_program_key_t
*)keyb
;
3511 return ka
->vshader
== kb
->vshader
&& ka
->pshader
== kb
->pshader
;
3514 static HRESULT
shader_glsl_alloc(IWineD3DDevice
*iface
) {
3515 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3516 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
3517 priv
->glsl_program_lookup
= hash_table_create(glsl_program_key_hash
, glsl_program_key_compare
);
3518 This
->shader_priv
= priv
;
3522 static void shader_glsl_free(IWineD3DDevice
*iface
) {
3523 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3524 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3525 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)This
->shader_priv
;
3527 if(priv
->depth_blt_glsl_program_id
) {
3528 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_glsl_program_id
));
3531 hash_table_destroy(priv
->glsl_program_lookup
, NULL
, NULL
);
3533 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
3534 This
->shader_priv
= NULL
;
3537 static BOOL
shader_glsl_dirty_const(IWineD3DDevice
*iface
) {
3538 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3542 static void shader_glsl_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
) {
3543 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
3544 shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
3545 CONST DWORD
*function
= This
->baseShader
.function
;
3546 const char *fragcolor
;
3547 WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3549 /* Create the hw GLSL shader object and assign it as the baseShader.prgId */
3550 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3552 shader_addline(buffer
, "#version 120\n");
3554 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
3555 shader_addline(buffer
, "#extension GL_ARB_draw_buffers : enable\n");
3557 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
3558 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3559 * drivers write a warning if we don't do so
3561 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
3564 /* Base Declarations */
3565 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
3567 /* Pack 3.0 inputs */
3568 if (This
->baseShader
.hex_version
>= WINED3DPS_VERSION(3,0)) {
3570 if(((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->strided_streams
.u
.s
.position_transformed
) {
3571 This
->vertexprocessing
= pretransformed
;
3572 pshader_glsl_input_pack(buffer
, This
->semantics_in
, iface
);
3573 } else if(!use_vs((IWineD3DDeviceImpl
*) This
->baseShader
.device
)) {
3574 This
->vertexprocessing
= fixedfunction
;
3575 pshader_glsl_input_pack(buffer
, This
->semantics_in
, iface
);
3577 This
->vertexprocessing
= vertexshader
;
3581 /* Base Shader Body */
3582 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
3584 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3585 if (This
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
3586 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3587 if(GL_SUPPORT(ARB_DRAW_BUFFERS
))
3588 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
3590 shader_addline(buffer
, "gl_FragColor = R0;\n");
3593 if(GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
3594 fragcolor
= "gl_FragData[0]";
3596 fragcolor
= "gl_FragColor";
3598 if(This
->srgb_enabled
) {
3599 shader_addline(buffer
, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3600 fragcolor
, srgb_pow
, srgb_pow
, srgb_pow
, srgb_mul_high
, srgb_mul_high
, srgb_mul_high
,
3601 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
3602 shader_addline(buffer
, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor
);
3603 shader_addline(buffer
, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor
, fragcolor
);
3604 shader_addline(buffer
, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor
, fragcolor
);
3605 shader_addline(buffer
, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor
, fragcolor
);
3606 shader_addline(buffer
, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor
, fragcolor
);
3608 /* Pixel shader < 3.0 do not replace the fog stage.
3609 * This implements linear fog computation and blending.
3610 * TODO: non linear fog
3611 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3612 * -1/(e-s) and e/(e-s) respectively.
3614 if(This
->baseShader
.hex_version
< WINED3DPS_VERSION(3,0)) {
3615 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
3616 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
3619 shader_addline(buffer
, "}\n");
3621 TRACE("Compiling shader object %u\n", shader_obj
);
3622 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3623 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3624 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
3626 /* Store the shader object */
3627 This
->baseShader
.prgId
= shader_obj
;
3630 static void shader_glsl_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
) {
3631 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
3632 shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
3633 CONST DWORD
*function
= This
->baseShader
.function
;
3634 WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3636 /* Create the hw GLSL shader program and assign it as the baseShader.prgId */
3637 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3639 shader_addline(buffer
, "#version 120\n");
3641 /* Base Declarations */
3642 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
3644 /* Base Shader Body */
3645 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
3647 /* Unpack 3.0 outputs */
3648 if (This
->baseShader
.hex_version
>= WINED3DVS_VERSION(3,0)) {
3649 shader_addline(buffer
, "order_ps_input(OUT);\n");
3651 shader_addline(buffer
, "order_ps_input();\n");
3654 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
3656 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
3658 /* Write the final position.
3660 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3661 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3662 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3663 * contains 1.0 to allow a mad.
3665 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3666 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3668 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3670 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3671 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3672 * which is the same as z = z / 2 - w.
3674 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3676 shader_addline(buffer
, "}\n");
3678 TRACE("Compiling shader object %u\n", shader_obj
);
3679 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3680 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3681 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
3683 /* Store the shader object */
3684 This
->baseShader
.prgId
= shader_obj
;
3687 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype
, WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
) {
3688 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
3689 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
3690 * vs_nv_version which is based on NV_vertex_program.
3691 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
3692 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
3693 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
3694 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
3696 if((GLINFO_LOCATION
.vs_nv_version
== VS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
3697 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
3699 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
3700 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps
->VertexShaderVersion
>> 8) & 0xff, pCaps
->VertexShaderVersion
& 0xff);
3701 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
3703 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
3704 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
3705 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
3706 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
3707 * in max native instructions. Intel and others also offer the info in this extension but they
3708 * don't support GLSL (at least on Windows).
3710 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
3711 * of instructions is 512 or less we have to do with ps2.0 hardware.
3712 * 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.
3714 if((GLINFO_LOCATION
.ps_nv_version
== PS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
3715 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
3717 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
3719 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
3720 * Direct3D minimum requirement.
3722 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
3723 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
3725 * The problem is that the refrast clamps temporary results in the shader to
3726 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
3727 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
3728 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
3729 * offer a way to query this.
3731 pCaps
->PixelShader1xMaxValue
= 8.0;
3732 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps
->PixelShaderVersion
>> 8) & 0xff, pCaps
->PixelShaderVersion
& 0xff);
3735 static BOOL
shader_glsl_conv_supported(WINED3DFORMAT fmt
) {
3736 TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt
));
3738 case WINED3DFMT_V8U8
:
3739 case WINED3DFMT_V16U16
:
3740 case WINED3DFMT_X8L8V8U8
:
3741 case WINED3DFMT_L6V5U5
:
3742 case WINED3DFMT_Q8W8V8U8
:
3743 case WINED3DFMT_ATI2N
:
3752 const shader_backend_t glsl_shader_backend
= {
3754 shader_glsl_select_depth_blt
,
3755 shader_glsl_deselect_depth_blt
,
3756 shader_glsl_load_constants
,
3757 shader_glsl_cleanup
,
3758 shader_glsl_color_correction
,
3759 shader_glsl_destroy
,
3762 shader_glsl_dirty_const
,
3763 shader_glsl_generate_pshader
,
3764 shader_glsl_generate_vshader
,
3765 shader_glsl_get_caps
,
3766 shader_glsl_conv_supported
,