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.
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
41 #define GLINFO_LOCATION (*gl_info)
43 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
44 #define WINED3D_GLSL_SAMPLE_RECT 0x2
45 #define WINED3D_GLSL_SAMPLE_LOD 0x4
60 } glsl_sample_function_t
;
64 HEAP_NODE_TRAVERSE_LEFT
,
65 HEAP_NODE_TRAVERSE_RIGHT
,
77 struct constant_entry
*entries
;
78 unsigned int *positions
;
82 /* GLSL shader private data */
83 struct shader_glsl_priv
{
84 struct hash_table_t
*glsl_program_lookup
;
85 struct glsl_shader_prog_link
*glsl_program
;
86 struct constant_heap vconst_heap
;
87 struct constant_heap pconst_heap
;
89 GLhandleARB depth_blt_program
[tex_type_count
];
90 UINT next_constant_version
;
93 /* Struct to maintain data about a linked GLSL program */
94 struct glsl_shader_prog_link
{
95 struct list vshader_entry
;
96 struct list pshader_entry
;
97 GLhandleARB programId
;
98 GLint
*vuniformF_locations
;
99 GLint
*puniformF_locations
;
100 GLint vuniformI_locations
[MAX_CONST_I
];
101 GLint puniformI_locations
[MAX_CONST_I
];
102 GLint posFixup_location
;
103 GLint rectFixup_location
[MAX_FRAGMENT_SAMPLERS
];
104 GLint bumpenvmat_location
[MAX_TEXTURES
];
105 GLint luminancescale_location
[MAX_TEXTURES
];
106 GLint luminanceoffset_location
[MAX_TEXTURES
];
107 GLint ycorrection_location
;
108 GLenum vertex_color_clamp
;
109 IWineD3DVertexShader
*vshader
;
110 IWineD3DPixelShader
*pshader
;
111 struct vs_compile_args vs_args
;
112 struct ps_compile_args ps_args
;
113 UINT constant_version
;
117 IWineD3DVertexShader
*vshader
;
118 IWineD3DPixelShader
*pshader
;
119 struct ps_compile_args ps_args
;
120 struct vs_compile_args vs_args
;
121 } glsl_program_key_t
;
124 /** Prints the GLSL info log which will contain error messages if they exist */
125 static void print_glsl_info_log(const WineD3D_GL_Info
*gl_info
, GLhandleARB obj
)
127 int infologLength
= 0;
132 static const char * const spam
[] =
134 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
135 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
136 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
137 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
138 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
139 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
140 "Fragment shader was successfully compiled to run on hardware.\n"
141 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
142 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
143 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
144 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
147 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
149 GL_EXTCALL(glGetObjectParameterivARB(obj
,
150 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
153 /* A size of 1 is just a null-terminated string, so the log should be bigger than
154 * that if there are errors. */
155 if (infologLength
> 1)
157 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
158 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
160 infoLog
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, infologLength
);
161 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
164 for(i
= 0; i
< sizeof(spam
) / sizeof(spam
[0]); i
++) {
165 if(strcmp(infoLog
, spam
[i
]) == 0) {
171 TRACE("Spam received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
173 FIXME("Error received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
175 HeapFree(GetProcessHeap(), 0, infoLog
);
180 * Loads (pixel shader) samplers
182 static void shader_glsl_load_psamplers(const WineD3D_GL_Info
*gl_info
, DWORD
*tex_unit_map
, GLhandleARB programId
)
186 char sampler_name
[20];
188 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
189 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
190 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
191 if (name_loc
!= -1) {
192 DWORD mapped_unit
= tex_unit_map
[i
];
193 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< GL_LIMITS(fragment_samplers
))
195 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
196 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
197 checkGLcall("glUniform1iARB");
199 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
205 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info
*gl_info
, DWORD
*tex_unit_map
, GLhandleARB programId
)
208 char sampler_name
[20];
211 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
212 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
213 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
214 if (name_loc
!= -1) {
215 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
216 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< GL_LIMITS(combined_samplers
))
218 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
219 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
220 checkGLcall("glUniform1iARB");
222 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
228 static inline void walk_constant_heap(const WineD3D_GL_Info
*gl_info
, const float *constants
,
229 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
232 unsigned int heap_idx
= 1;
235 if (heap
->entries
[heap_idx
].version
<= version
) return;
237 idx
= heap
->entries
[heap_idx
].idx
;
238 if (constant_locations
[idx
] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
239 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
241 while (stack_idx
>= 0)
243 /* Note that we fall through to the next case statement. */
244 switch(stack
[stack_idx
])
246 case HEAP_NODE_TRAVERSE_LEFT
:
248 unsigned int left_idx
= heap_idx
<< 1;
249 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
252 idx
= heap
->entries
[heap_idx
].idx
;
253 if (constant_locations
[idx
] != -1)
254 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
256 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
257 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
262 case HEAP_NODE_TRAVERSE_RIGHT
:
264 unsigned int right_idx
= (heap_idx
<< 1) + 1;
265 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
267 heap_idx
= right_idx
;
268 idx
= heap
->entries
[heap_idx
].idx
;
269 if (constant_locations
[idx
] != -1)
270 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
272 stack
[stack_idx
++] = HEAP_NODE_POP
;
273 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
286 checkGLcall("walk_constant_heap()");
289 static inline void apply_clamped_constant(const WineD3D_GL_Info
*gl_info
, GLint location
, const GLfloat
*data
)
291 GLfloat clamped_constant
[4];
293 if (location
== -1) return;
295 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0 ? 1.0 : data
[0];
296 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0 ? 1.0 : data
[1];
297 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0 ? 1.0 : data
[2];
298 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0 ? 1.0 : data
[3];
300 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
303 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info
*gl_info
, const float *constants
,
304 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
307 unsigned int heap_idx
= 1;
310 if (heap
->entries
[heap_idx
].version
<= version
) return;
312 idx
= heap
->entries
[heap_idx
].idx
;
313 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
314 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
316 while (stack_idx
>= 0)
318 /* Note that we fall through to the next case statement. */
319 switch(stack
[stack_idx
])
321 case HEAP_NODE_TRAVERSE_LEFT
:
323 unsigned int left_idx
= heap_idx
<< 1;
324 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
327 idx
= heap
->entries
[heap_idx
].idx
;
328 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
330 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
331 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
336 case HEAP_NODE_TRAVERSE_RIGHT
:
338 unsigned int right_idx
= (heap_idx
<< 1) + 1;
339 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
341 heap_idx
= right_idx
;
342 idx
= heap
->entries
[heap_idx
].idx
;
343 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
345 stack
[stack_idx
++] = HEAP_NODE_POP
;
346 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
359 checkGLcall("walk_constant_heap_clamped()");
362 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
363 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
364 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
365 unsigned char *stack
, UINT version
)
367 const local_constant
*lconst
;
369 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
370 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.reg_maps
.shader_version
) == 1
371 && shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
))
372 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
374 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
376 if (!This
->baseShader
.load_local_constsF
)
378 TRACE("No need to load local float constants for this shader\n");
382 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
383 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
)
385 GLint location
= constant_locations
[lconst
->idx
];
386 /* We found this uniform name in the program - go ahead and send the data */
387 if (location
!= -1) GL_EXTCALL(glUniform4fvARB(location
, 1, (const GLfloat
*)lconst
->value
));
389 checkGLcall("glUniform4fvARB()");
392 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
393 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
394 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
399 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
401 if (!(constants_set
& 1)) continue;
403 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
404 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
406 /* We found this uniform name in the program - go ahead and send the data */
407 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
408 checkGLcall("glUniform4ivARB");
411 /* Load immediate constants */
412 ptr
= list_head(&This
->baseShader
.constantsI
);
414 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
415 unsigned int idx
= lconst
->idx
;
416 const GLint
*values
= (const GLint
*)lconst
->value
;
418 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
419 values
[0], values
[1], values
[2], values
[3]);
421 /* We found this uniform name in the program - go ahead and send the data */
422 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
423 checkGLcall("glUniform4ivARB");
424 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
428 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
429 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
430 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
435 char is_pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
);
436 const char* prefix
= is_pshader
? "PB":"VB";
439 /* TODO: Benchmark and see if it would be beneficial to store the
440 * locations of the constants to avoid looking up each time */
441 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
443 if (!(constants_set
& 1)) continue;
445 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
447 /* TODO: Benchmark and see if it would be beneficial to store the
448 * locations of the constants to avoid looking up each time */
449 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
450 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
453 /* We found this uniform name in the program - go ahead and send the data */
454 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
455 checkGLcall("glUniform1ivARB");
459 /* Load immediate constants */
460 ptr
= list_head(&This
->baseShader
.constantsB
);
462 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
463 unsigned int idx
= lconst
->idx
;
464 const GLint
*values
= (const GLint
*)lconst
->value
;
466 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
468 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
469 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
471 /* We found this uniform name in the program - go ahead and send the data */
472 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
473 checkGLcall("glUniform1ivARB");
475 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
479 static void reset_program_constant_version(void *value
, void *context
)
481 struct glsl_shader_prog_link
*entry
= value
;
482 entry
->constant_version
= 0;
486 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
488 static void shader_glsl_load_np2fixup_constants(
489 IWineD3DDevice
* device
,
491 char useVertexShader
) {
493 const IWineD3DDeviceImpl
* deviceImpl
= (const IWineD3DDeviceImpl
*) device
;
494 const struct glsl_shader_prog_link
* prog
= ((struct shader_glsl_priv
*)(deviceImpl
->shader_priv
))->glsl_program
;
497 /* No GLSL program set - nothing to do. */
501 if (!usePixelShader
) {
502 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
506 if (prog
->ps_args
.texrect_fixup
) {
508 UINT fixup
= prog
->ps_args
.texrect_fixup
;
509 const WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
510 const IWineD3DStateBlockImpl
* stateBlock
= (const IWineD3DStateBlockImpl
*) deviceImpl
->stateBlock
;
512 for (i
= 0; fixup
; fixup
>>= 1, ++i
) {
513 if (-1 != prog
->rectFixup_location
[i
]) {
514 const IWineD3DBaseTextureImpl
* const tex
= (const IWineD3DBaseTextureImpl
*) stateBlock
->textures
[i
];
516 FIXME("Non-existant texture is flagged for NP2 texcoord fixup\n");
519 const float tex_dim
[2] = {tex
->baseTexture
.pow2Matrix
[0], tex
->baseTexture
.pow2Matrix
[5]};
520 GL_EXTCALL(glUniform2fvARB(prog
->rectFixup_location
[i
], 1, tex_dim
));
528 * Loads the app-supplied constants into the currently set GLSL program.
530 static void shader_glsl_load_constants(
531 IWineD3DDevice
* device
,
533 char useVertexShader
) {
535 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
536 struct shader_glsl_priv
*priv
= deviceImpl
->shader_priv
;
537 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
538 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
540 GLhandleARB programId
;
541 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
542 UINT constant_version
;
546 /* No GLSL program set - nothing to do. */
549 programId
= prog
->programId
;
550 constant_version
= prog
->constant_version
;
552 if (useVertexShader
) {
553 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
555 /* Load DirectX 9 float constants/uniforms for vertex shader */
556 shader_glsl_load_constantsF(vshader
, gl_info
, stateBlock
->vertexShaderConstantF
,
557 prog
->vuniformF_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
559 /* Load DirectX 9 integer constants/uniforms for vertex shader */
560 if(vshader
->baseShader
.uses_int_consts
) {
561 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vuniformI_locations
,
562 stateBlock
->vertexShaderConstantI
, stateBlock
->changed
.vertexShaderConstantsI
);
565 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
566 if(vshader
->baseShader
.uses_bool_consts
) {
567 shader_glsl_load_constantsB(vshader
, gl_info
, programId
,
568 stateBlock
->vertexShaderConstantB
, stateBlock
->changed
.vertexShaderConstantsB
);
571 /* Upload the position fixup params */
572 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, &deviceImpl
->posFixup
[0]));
573 checkGLcall("glUniform4fvARB");
576 if (usePixelShader
) {
578 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
580 /* Load DirectX 9 float constants/uniforms for pixel shader */
581 shader_glsl_load_constantsF(pshader
, gl_info
, stateBlock
->pixelShaderConstantF
,
582 prog
->puniformF_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
584 /* Load DirectX 9 integer constants/uniforms for pixel shader */
585 if(pshader
->baseShader
.uses_int_consts
) {
586 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->puniformI_locations
,
587 stateBlock
->pixelShaderConstantI
, stateBlock
->changed
.pixelShaderConstantsI
);
590 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
591 if(pshader
->baseShader
.uses_bool_consts
) {
592 shader_glsl_load_constantsB(pshader
, gl_info
, programId
,
593 stateBlock
->pixelShaderConstantB
, stateBlock
->changed
.pixelShaderConstantsB
);
596 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
597 * It can't be 0 for a valid texbem instruction.
599 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*) pshader
)->numbumpenvmatconsts
; i
++) {
600 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pshader
;
601 int stage
= ps
->luminanceconst
[i
].texunit
;
603 const float *data
= (const float *)&stateBlock
->textureState
[(int)ps
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
604 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
605 checkGLcall("glUniformMatrix2fvARB");
607 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
608 * is set too, so we can check that in the needsbumpmat check
610 if(ps
->baseShader
.reg_maps
.luminanceparams
[stage
]) {
611 const GLfloat
*scale
= (const GLfloat
*)&stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
];
612 const GLfloat
*offset
= (const GLfloat
*)&stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
];
614 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
615 checkGLcall("glUniform1fvARB");
616 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
617 checkGLcall("glUniform1fvARB");
621 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
622 float correction_params
[4];
623 if(deviceImpl
->render_offscreen
) {
624 correction_params
[0] = 0.0;
625 correction_params
[1] = 1.0;
627 /* position is window relative, not viewport relative */
628 correction_params
[0] = ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
629 correction_params
[1] = -1.0;
631 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
635 if (priv
->next_constant_version
== UINT_MAX
)
637 TRACE("Max constant version reached, resetting to 0.\n");
638 hash_table_for_each_entry(priv
->glsl_program_lookup
, reset_program_constant_version
, NULL
);
639 priv
->next_constant_version
= 1;
643 prog
->constant_version
= priv
->next_constant_version
++;
647 static inline void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
,
648 unsigned int heap_idx
, DWORD new_version
)
650 struct constant_entry
*entries
= heap
->entries
;
651 unsigned int *positions
= heap
->positions
;
652 unsigned int parent_idx
;
656 parent_idx
= heap_idx
>> 1;
658 if (new_version
<= entries
[parent_idx
].version
) break;
660 entries
[heap_idx
] = entries
[parent_idx
];
661 positions
[entries
[parent_idx
].idx
] = heap_idx
;
662 heap_idx
= parent_idx
;
665 entries
[heap_idx
].version
= new_version
;
666 entries
[heap_idx
].idx
= idx
;
667 positions
[idx
] = heap_idx
;
670 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
672 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
673 struct shader_glsl_priv
*priv
= This
->shader_priv
;
674 struct constant_heap
*heap
= &priv
->vconst_heap
;
677 for (i
= start
; i
< count
+ start
; ++i
)
679 if (!This
->stateBlock
->changed
.vertexShaderConstantsF
[i
])
680 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
682 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
686 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
688 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
689 struct shader_glsl_priv
*priv
= This
->shader_priv
;
690 struct constant_heap
*heap
= &priv
->pconst_heap
;
693 for (i
= start
; i
< count
+ start
; ++i
)
695 if (!This
->stateBlock
->changed
.pixelShaderConstantsF
[i
])
696 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
698 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
702 /** Generate the variable & register declarations for the GLSL output target */
703 static void shader_generate_glsl_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
704 SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
,
705 const struct ps_compile_args
*ps_args
)
707 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
708 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
709 DWORD shader_version
= reg_maps
->shader_version
;
710 unsigned int i
, extra_constants_needed
= 0;
711 const local_constant
*lconst
;
713 /* There are some minor differences between pixel and vertex shaders */
714 char pshader
= shader_is_pshader_version(shader_version
);
715 char prefix
= pshader
? 'P' : 'V';
717 /* Prototype the subroutines */
718 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
719 if (reg_maps
->labels
[i
])
720 shader_addline(buffer
, "void subroutine%u();\n", i
);
723 /* Declare the constants (aka uniforms) */
724 if (This
->baseShader
.limits
.constant_float
> 0) {
725 unsigned max_constantsF
;
727 max_constantsF
= GL_LIMITS(pshader_constantsF
) - (MAX_CONST_B
/ 4) - MAX_CONST_I
- 2;
728 max_constantsF
= min(This
->baseShader
.limits
.constant_float
, max_constantsF
);
730 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
731 max_constantsF
= GL_LIMITS(vshader_constantsF
) - (MAX_CONST_B
/ 4) - MAX_CONST_I
- 1;
732 max_constantsF
= min(This
->baseShader
.limits
.constant_float
, max_constantsF
);
734 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
737 if (This
->baseShader
.limits
.constant_int
> 0)
738 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
740 if (This
->baseShader
.limits
.constant_bool
> 0)
741 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
744 shader_addline(buffer
, "uniform vec4 posFixup;\n");
745 /* Predeclaration; This function is added at link time based on the pixel shader.
746 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
747 * that. We know the input to the reorder function at vertex shader compile time, so
748 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
749 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
750 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
751 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
752 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
755 if (shader_version
>= WINED3DVS_VERSION(3, 0))
757 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
759 shader_addline(buffer
, "void order_ps_input();\n");
762 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
764 ps_impl
->numbumpenvmatconsts
= 0;
765 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
766 if(!reg_maps
->bumpmat
[i
]) {
770 ps_impl
->bumpenvmatconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
771 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
773 if(reg_maps
->luminanceparams
) {
774 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
775 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
776 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
777 extra_constants_needed
++;
779 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= -1;
782 extra_constants_needed
++;
783 ps_impl
->numbumpenvmatconsts
++;
786 if(ps_args
->srgb_correction
) {
787 shader_addline(buffer
, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
788 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
789 shader_addline(buffer
, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
790 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
792 if(reg_maps
->vpos
|| reg_maps
->usesdsy
) {
793 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
794 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
795 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
796 extra_constants_needed
++;
798 /* This happens because we do not have proper tracking of the constant registers that are
799 * actually used, only the max limit of the shader version
801 FIXME("Cannot find a free uniform for vpos correction params\n");
802 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
803 device
->render_offscreen
? 0.0 : ((IWineD3DSurfaceImpl
*) device
->render_targets
[0])->currentDesc
.Height
,
804 device
->render_offscreen
? 1.0 : -1.0);
806 shader_addline(buffer
, "vec4 vpos;\n");
810 /* Declare texture samplers */
811 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
812 if (reg_maps
->samplers
[i
]) {
814 DWORD stype
= reg_maps
->samplers
[i
] & WINED3DSP_TEXTURETYPE_MASK
;
818 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
821 if(device
->stateBlock
->textures
[i
] &&
822 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[i
]) == GL_TEXTURE_RECTANGLE_ARB
) {
823 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
825 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
828 if(ps_args
->texrect_fixup
& (1 << i
)) {
829 /* RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
830 * while D3D has them in the (normalized) [0,1]x[0,1] range.
831 * samplerRectFixup stores texture dimensions and is updated through
832 * shader_glsl_load_constants when the sampler changes. */
833 shader_addline(buffer
, "uniform vec2 %csamplerRectFixup%u;\n", prefix
, i
);
836 case WINED3DSTT_CUBE
:
837 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
839 case WINED3DSTT_VOLUME
:
840 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
843 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
844 FIXME("Unrecognized sampler type: %#x\n", stype
);
850 /* Declare address variables */
851 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
852 if (reg_maps
->address
[i
])
853 shader_addline(buffer
, "ivec4 A%d;\n", i
);
856 /* Declare texture coordinate temporaries and initialize them */
857 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
858 if (reg_maps
->texcoord
[i
])
859 shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
862 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
863 * helper function shader that is linked in at link time
865 if (pshader
&& shader_version
>= WINED3DPS_VERSION(3, 0))
867 if (use_vs(device
->stateBlock
))
869 shader_addline(buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
871 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
872 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
873 * pixel shader that reads the fixed function color into the packed input registers.
875 shader_addline(buffer
, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
879 /* Declare output register temporaries */
880 if(This
->baseShader
.limits
.packed_output
) {
881 shader_addline(buffer
, "vec4 OUT[%u];\n", This
->baseShader
.limits
.packed_output
);
884 /* Declare temporary variables */
885 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
886 if (reg_maps
->temporary
[i
])
887 shader_addline(buffer
, "vec4 R%u;\n", i
);
890 /* Declare attributes */
891 for (i
= 0; i
< This
->baseShader
.limits
.attributes
; i
++) {
892 if (reg_maps
->attributes
[i
])
893 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
896 /* Declare loop registers aLx */
897 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
898 shader_addline(buffer
, "int aL%u;\n", i
);
899 shader_addline(buffer
, "int tmpInt%u;\n", i
);
902 /* Temporary variables for matrix operations */
903 shader_addline(buffer
, "vec4 tmp0;\n");
904 shader_addline(buffer
, "vec4 tmp1;\n");
906 /* Local constants use a different name so they can be loaded once at shader link time
907 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
908 * float -> string conversion can cause precision loss.
910 if(!This
->baseShader
.load_local_constsF
) {
911 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
912 shader_addline(buffer
, "uniform vec4 %cLC%u;\n", prefix
, lconst
->idx
);
916 /* Start the main program */
917 shader_addline(buffer
, "void main() {\n");
918 if(pshader
&& reg_maps
->vpos
) {
919 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
920 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
921 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
922 * precision troubles when we just substract 0.5.
924 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
926 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
928 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
929 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
930 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
931 * correctly on drivers that returns integer values.
933 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
937 /*****************************************************************************
938 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
940 * For more information, see http://wiki.winehq.org/DirectX-Shaders
941 ****************************************************************************/
944 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
, const DWORD param
,
945 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
);
947 /** Used for opcode modifiers - They multiply the result by the specified amount */
948 static const char * const shift_glsl_tab
[] = {
950 "2.0 * ", /* 1 (x2) */
951 "4.0 * ", /* 2 (x4) */
952 "8.0 * ", /* 3 (x8) */
953 "16.0 * ", /* 4 (x16) */
954 "32.0 * ", /* 5 (x32) */
961 "0.0625 * ", /* 12 (d16) */
962 "0.125 * ", /* 13 (d8) */
963 "0.25 * ", /* 14 (d4) */
964 "0.5 * " /* 15 (d2) */
967 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
968 static void shader_glsl_gen_modifier (
971 const char *in_regswizzle
,
976 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
977 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
979 case WINED3DSPSM_NONE
:
980 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
982 case WINED3DSPSM_NEG
:
983 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
985 case WINED3DSPSM_NOT
:
986 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
988 case WINED3DSPSM_BIAS
:
989 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
991 case WINED3DSPSM_BIASNEG
:
992 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
994 case WINED3DSPSM_SIGN
:
995 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
997 case WINED3DSPSM_SIGNNEG
:
998 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1000 case WINED3DSPSM_COMP
:
1001 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1003 case WINED3DSPSM_X2
:
1004 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1006 case WINED3DSPSM_X2NEG
:
1007 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1009 case WINED3DSPSM_ABS
:
1010 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1012 case WINED3DSPSM_ABSNEG
:
1013 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1016 FIXME("Unhandled modifier %u\n", (instr
& WINED3DSP_SRCMOD_MASK
));
1017 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1021 /** Writes the GLSL variable name that corresponds to the register that the
1022 * DX opcode parameter is trying to access */
1023 static void shader_glsl_get_register_name(WINED3DSHADER_PARAM_REGISTER_TYPE register_type
, UINT register_idx
,
1024 BOOL rel_addr
, const DWORD addr_token
, char *register_name
, BOOL
*is_color
,
1025 const struct wined3d_shader_instruction
*ins
)
1027 /* oPos, oFog and oPts in D3D */
1028 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1030 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->shader
;
1031 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1032 const WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
1033 DWORD shader_version
= This
->baseShader
.reg_maps
.shader_version
;
1034 char pshader
= shader_is_pshader_version(shader_version
);
1038 switch (register_type
)
1040 case WINED3DSPR_TEMP
:
1041 sprintf(register_name
, "R%u", register_idx
);
1043 case WINED3DSPR_INPUT
:
1045 /* Pixel shaders >= 3.0 */
1046 if (WINED3DSHADER_VERSION_MAJOR(shader_version
) >= 3)
1048 DWORD in_count
= GL_LIMITS(glsl_varyings
) / 4;
1052 glsl_src_param_t rel_param
;
1053 shader_glsl_add_src_param(ins
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
1055 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1058 if (((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[register_idx
])
1060 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
) {
1061 sprintf(register_name
, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1062 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[register_idx
], in_count
- 1,
1063 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[register_idx
], in_count
,
1064 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[register_idx
]);
1066 sprintf(register_name
, "IN[%s + %u]", rel_param
.param_str
,
1067 ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[register_idx
]);
1070 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
) {
1071 sprintf(register_name
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1072 rel_param
.param_str
, in_count
- 1,
1073 rel_param
.param_str
, in_count
,
1074 rel_param
.param_str
);
1076 sprintf(register_name
, "IN[%s]", rel_param
.param_str
);
1080 DWORD idx
= ((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[register_idx
];
1081 if (idx
== in_count
) {
1082 sprintf(register_name
, "gl_Color");
1083 } else if (idx
== in_count
+ 1) {
1084 sprintf(register_name
, "gl_SecondaryColor");
1086 sprintf(register_name
, "IN[%u]", idx
);
1090 if (register_idx
== 0)
1091 strcpy(register_name
, "gl_Color");
1093 strcpy(register_name
, "gl_SecondaryColor");
1096 if (((IWineD3DVertexShaderImpl
*)This
)->cur_args
->swizzle_map
& (1 << register_idx
)) *is_color
= TRUE
;
1097 sprintf(register_name
, "attrib%u", register_idx
);
1100 case WINED3DSPR_CONST
:
1102 const char prefix
= pshader
? 'P':'V';
1104 /* Relative addressing */
1107 /* Relative addressing on shaders 2.0+ have a relative address token,
1108 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
1109 if (WINED3DSHADER_VERSION_MAJOR(shader_version
) >= 2)
1111 glsl_src_param_t rel_param
;
1112 shader_glsl_add_src_param(ins
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
1115 sprintf(register_name
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, register_idx
);
1117 sprintf(register_name
, "%cC[%s]", prefix
, rel_param
.param_str
);
1122 sprintf(register_name
, "%cC[A0.x + %u]", prefix
, register_idx
);
1124 sprintf(register_name
, "%cC[A0.x]", prefix
);
1129 if (shader_constant_is_local(This
, register_idx
))
1131 sprintf(register_name
, "%cLC%u", prefix
, register_idx
);
1133 sprintf(register_name
, "%cC[%u]", prefix
, register_idx
);
1139 case WINED3DSPR_CONSTINT
:
1141 sprintf(register_name
, "PI[%u]", register_idx
);
1143 sprintf(register_name
, "VI[%u]", register_idx
);
1145 case WINED3DSPR_CONSTBOOL
:
1147 sprintf(register_name
, "PB[%u]", register_idx
);
1149 sprintf(register_name
, "VB[%u]", register_idx
);
1151 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1153 sprintf(register_name
, "T%u", register_idx
);
1155 sprintf(register_name
, "A%u", register_idx
);
1158 case WINED3DSPR_LOOP
:
1159 sprintf(register_name
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
1161 case WINED3DSPR_SAMPLER
:
1163 sprintf(register_name
, "Psampler%u", register_idx
);
1165 sprintf(register_name
, "Vsampler%u", register_idx
);
1167 case WINED3DSPR_COLOROUT
:
1168 if (register_idx
>= GL_LIMITS(buffers
))
1169 WARN("Write to render target %u, only %d supported\n", register_idx
, 4);
1171 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
1172 sprintf(register_name
, "gl_FragData[%u]", register_idx
);
1173 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1174 sprintf(register_name
, "gl_FragColor");
1177 case WINED3DSPR_RASTOUT
:
1178 sprintf(register_name
, "%s", hwrastout_reg_names
[register_idx
]);
1180 case WINED3DSPR_DEPTHOUT
:
1181 sprintf(register_name
, "gl_FragDepth");
1183 case WINED3DSPR_ATTROUT
:
1184 if (register_idx
== 0)
1186 sprintf(register_name
, "gl_FrontColor");
1188 sprintf(register_name
, "gl_FrontSecondaryColor");
1191 case WINED3DSPR_TEXCRDOUT
:
1192 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1193 if (WINED3DSHADER_VERSION_MAJOR(shader_version
) >= 3) sprintf(register_name
, "OUT[%u]", register_idx
);
1194 else sprintf(register_name
, "gl_TexCoord[%u]", register_idx
);
1196 case WINED3DSPR_MISCTYPE
:
1197 if (register_idx
== 0)
1200 sprintf(register_name
, "vpos");
1202 else if (register_idx
== 1)
1204 /* Note that gl_FrontFacing is a bool, while vFace is
1205 * a float for which the sign determines front/back
1207 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1209 FIXME("Unhandled misctype register %d\n", register_idx
);
1210 sprintf(register_name
, "unrecognized_register");
1214 FIXME("Unhandled register name Type(%d)\n", register_type
);
1215 sprintf(register_name
, "unrecognized_register");
1220 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1223 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1224 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1225 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1226 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1230 /* Get the GLSL write mask for the destination register */
1231 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1233 DWORD mask
= param
->write_mask
;
1235 if (shader_is_scalar(param
->register_type
, param
->register_idx
))
1237 mask
= WINED3DSP_WRITEMASK_0
;
1242 shader_glsl_write_mask_to_str(mask
, write_mask
);
1248 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1249 unsigned int size
= 0;
1251 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1252 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1253 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1254 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1259 static void shader_glsl_get_swizzle(const DWORD param
, BOOL fixup
, DWORD mask
, char *swizzle_str
) {
1260 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1261 * but addressed as "rgba". To fix this we need to swap the register's x
1262 * and z components. */
1263 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
1264 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1265 char *ptr
= swizzle_str
;
1267 if (!shader_is_scalar(shader_get_regtype(param
), param
& WINED3DSP_REGNUM_MASK
))
1270 /* swizzle bits fields: wwzzyyxx */
1271 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = swizzle_chars
[swizzle
& 0x03];
1272 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1273 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1274 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1280 /* From a given parameter token, generate the corresponding GLSL string.
1281 * Also, return the actual register name and swizzle in case the
1282 * caller needs this information as well. */
1283 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1284 const DWORD param
, const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
)
1286 BOOL is_color
= FALSE
;
1287 char swizzle_str
[6];
1289 src_param
->reg_name
[0] = '\0';
1290 src_param
->param_str
[0] = '\0';
1291 swizzle_str
[0] = '\0';
1293 shader_glsl_get_register_name(shader_get_regtype(param
), param
& WINED3DSP_REGNUM_MASK
,
1294 param
& WINED3DSHADER_ADDRMODE_RELATIVE
, addr_token
, src_param
->reg_name
, &is_color
, ins
);
1296 shader_glsl_get_swizzle(param
, is_color
, mask
, swizzle_str
);
1297 shader_glsl_gen_modifier(param
, src_param
->reg_name
, swizzle_str
, src_param
->param_str
);
1300 /* From a given parameter token, generate the corresponding GLSL string.
1301 * Also, return the actual register name and swizzle in case the
1302 * caller needs this information as well. */
1303 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1304 const struct wined3d_shader_dst_param
*wined3d_dst
, glsl_dst_param_t
*glsl_dst
)
1306 BOOL is_color
= FALSE
;
1308 glsl_dst
->mask_str
[0] = '\0';
1309 glsl_dst
->reg_name
[0] = '\0';
1311 shader_glsl_get_register_name(wined3d_dst
->register_type
, wined3d_dst
->register_idx
,
1312 wined3d_dst
->has_rel_addr
, wined3d_dst
->addr_token
, glsl_dst
->reg_name
, &is_color
, ins
);
1313 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1316 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1317 static DWORD
shader_glsl_append_dst_ext(SHADER_BUFFER
*buffer
,
1318 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1320 glsl_dst_param_t glsl_dst
;
1323 mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
);
1324 if (mask
) shader_addline(buffer
, "%s%s = %s(", glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1329 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1330 static DWORD
shader_glsl_append_dst(SHADER_BUFFER
*buffer
, const struct wined3d_shader_instruction
*ins
)
1332 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1335 /** Process GLSL instruction modifiers */
1336 void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1338 glsl_dst_param_t dst_param
;
1341 if (!ins
->dst_count
) return;
1343 modifiers
= ins
->dst
[0].modifiers
;
1344 if (!modifiers
) return;
1346 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1348 if (modifiers
& WINED3DSPDM_SATURATE
)
1350 /* _SAT means to clamp the value of the register to between 0 and 1 */
1351 shader_addline(ins
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1352 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1355 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1357 FIXME("_centroid modifier not handled\n");
1360 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1362 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1366 static inline const char *shader_get_comp_op(DWORD flags
)
1368 DWORD op
= (flags
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
1370 case COMPARISON_GT
: return ">";
1371 case COMPARISON_EQ
: return "==";
1372 case COMPARISON_GE
: return ">=";
1373 case COMPARISON_LT
: return "<";
1374 case COMPARISON_NE
: return "!=";
1375 case COMPARISON_LE
: return "<=";
1377 FIXME("Unrecognized comparison value: %u\n", op
);
1382 static void shader_glsl_get_sample_function(DWORD sampler_type
, DWORD flags
, glsl_sample_function_t
*sample_function
)
1384 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1385 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_RECT
;
1386 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1388 /* Note that there's no such thing as a projected cube texture. */
1389 switch(sampler_type
) {
1392 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1394 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1396 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1401 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
1403 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1407 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
1409 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1412 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1414 case WINED3DSTT_CUBE
:
1416 sample_function
->name
= "textureCubeLod";
1418 sample_function
->name
= "textureCube";
1420 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1422 case WINED3DSTT_VOLUME
:
1424 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
1426 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1428 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1431 sample_function
->name
= "";
1432 sample_function
->coord_mask
= 0;
1433 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1438 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
1439 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
1441 switch(channel_source
)
1443 case CHANNEL_SOURCE_ZERO
:
1444 strcat(arguments
, "0.0");
1447 case CHANNEL_SOURCE_ONE
:
1448 strcat(arguments
, "1.0");
1451 case CHANNEL_SOURCE_X
:
1452 strcat(arguments
, reg_name
);
1453 strcat(arguments
, ".x");
1456 case CHANNEL_SOURCE_Y
:
1457 strcat(arguments
, reg_name
);
1458 strcat(arguments
, ".y");
1461 case CHANNEL_SOURCE_Z
:
1462 strcat(arguments
, reg_name
);
1463 strcat(arguments
, ".z");
1466 case CHANNEL_SOURCE_W
:
1467 strcat(arguments
, reg_name
);
1468 strcat(arguments
, ".w");
1472 FIXME("Unhandled channel source %#x\n", channel_source
);
1473 strcat(arguments
, "undefined");
1477 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
1480 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
1482 struct wined3d_shader_dst_param dst
;
1483 unsigned int mask_size
, remaining
;
1484 glsl_dst_param_t dst_param
;
1485 char arguments
[256];
1489 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1490 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1491 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1492 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1493 mask
&= ins
->dst
[0].write_mask
;
1495 if (!mask
) return; /* Nothing to do */
1497 if (is_yuv_fixup(fixup
))
1499 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
1500 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
1504 mask_size
= shader_glsl_get_write_mask_size(mask
);
1507 dst
.write_mask
= mask
;
1508 dst
.token
= (dst
.token
& ~WINED3DSP_WRITEMASK_ALL
) | dst
.write_mask
;
1509 shader_glsl_add_dst_param(ins
, &dst
, &dst_param
);
1511 arguments
[0] = '\0';
1512 remaining
= mask_size
;
1513 if (mask
& WINED3DSP_WRITEMASK_0
)
1515 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
1516 if (--remaining
) strcat(arguments
, ", ");
1518 if (mask
& WINED3DSP_WRITEMASK_1
)
1520 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
1521 if (--remaining
) strcat(arguments
, ", ");
1523 if (mask
& WINED3DSP_WRITEMASK_2
)
1525 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
1526 if (--remaining
) strcat(arguments
, ", ");
1528 if (mask
& WINED3DSP_WRITEMASK_3
)
1530 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
1531 if (--remaining
) strcat(arguments
, ", ");
1536 shader_addline(ins
->buffer
, "%s%s = vec%u(%s);\n",
1537 dst_param
.reg_name
, dst_param
.mask_str
, mask_size
, arguments
);
1541 shader_addline(ins
->buffer
, "%s%s = %s;\n", dst_param
.reg_name
, dst_param
.mask_str
, arguments
);
1545 static void PRINTF_ATTR(6, 7) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
1546 DWORD sampler
, const glsl_sample_function_t
*sample_function
, DWORD swizzle
,
1547 const char *bias
, const char *coord_reg_fmt
, ...)
1549 const char *sampler_base
;
1550 char dst_swizzle
[6];
1551 struct color_fixup_desc fixup
;
1552 BOOL rect_fixup
= FALSE
;
1555 shader_glsl_get_swizzle(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
1557 if (shader_is_pshader_version(ins
->reg_maps
->shader_version
))
1559 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->shader
;
1560 fixup
= This
->cur_args
->color_fixup
[sampler
];
1561 sampler_base
= "Psampler";
1563 if(This
->cur_args
->texrect_fixup
& (1 << sampler
)) {
1565 FIXME("Biased sampling from RECT textures is unsupported\n");
1571 sampler_base
= "Vsampler";
1572 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
1575 shader_glsl_append_dst(ins
->buffer
, ins
);
1577 shader_addline(ins
->buffer
, "%s(%s%u, ", sample_function
->name
, sampler_base
, sampler
);
1579 va_start(args
, coord_reg_fmt
);
1580 shader_vaddline(ins
->buffer
, coord_reg_fmt
, args
);
1584 shader_addline(ins
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
1587 shader_addline(ins
->buffer
, " * PsamplerRectFixup%u)%s);\n", sampler
, dst_swizzle
);
1589 shader_addline(ins
->buffer
, ")%s);\n", dst_swizzle
);
1593 if(!is_identity_fixup(fixup
)) {
1594 shader_glsl_color_correction(ins
, fixup
);
1598 /*****************************************************************************
1600 * Begin processing individual instruction opcodes
1602 ****************************************************************************/
1604 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1605 static void shader_glsl_arith(const struct wined3d_shader_instruction
*ins
)
1607 SHADER_BUFFER
*buffer
= ins
->buffer
;
1608 glsl_src_param_t src0_param
;
1609 glsl_src_param_t src1_param
;
1613 /* Determine the GLSL operator to use based on the opcode */
1614 switch (ins
->handler_idx
)
1616 case WINED3DSIH_MUL
: op
= '*'; break;
1617 case WINED3DSIH_ADD
: op
= '+'; break;
1618 case WINED3DSIH_SUB
: op
= '-'; break;
1621 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
1625 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1626 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], write_mask
, &src0_param
);
1627 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1], write_mask
, &src1_param
);
1628 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
1631 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1632 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
1634 SHADER_BUFFER
*buffer
= ins
->buffer
;
1635 glsl_src_param_t src0_param
;
1638 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1639 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], write_mask
, &src0_param
);
1641 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1642 * shader versions WINED3DSIO_MOVA is used for this. */
1643 if ((WINED3DSHADER_VERSION_MAJOR(ins
->reg_maps
->shader_version
) == 1
1644 && !shader_is_pshader_version(ins
->reg_maps
->shader_version
)
1645 && ins
->dst
[0].register_type
== WINED3DSPR_ADDR
))
1647 /* This is a simple floor() */
1648 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1649 if (mask_size
> 1) {
1650 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
1652 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
1655 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
1657 /* We need to *round* to the nearest int here. */
1658 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1659 if (mask_size
> 1) {
1660 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
);
1662 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1665 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
1669 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1670 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
1672 SHADER_BUFFER
*buffer
= ins
->buffer
;
1673 glsl_src_param_t src0_param
;
1674 glsl_src_param_t src1_param
;
1675 DWORD dst_write_mask
, src_write_mask
;
1676 unsigned int dst_size
= 0;
1678 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
1679 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1681 /* dp3 works on vec3, dp4 on vec4 */
1682 if (ins
->handler_idx
== WINED3DSIH_DP4
)
1684 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
1686 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1689 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], src_write_mask
, &src0_param
);
1690 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1], src_write_mask
, &src1_param
);
1693 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1695 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1699 /* Note that this instruction has some restrictions. The destination write mask
1700 * can't contain the w component, and the source swizzles have to be .xyzw */
1701 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
1703 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1704 glsl_src_param_t src0_param
;
1705 glsl_src_param_t src1_param
;
1708 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
1709 shader_glsl_append_dst(ins
->buffer
, ins
);
1710 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], src_mask
, &src0_param
);
1711 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1], src_mask
, &src1_param
);
1712 shader_addline(ins
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
1715 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1716 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1717 * GLSL uses the value as-is. */
1718 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
1720 SHADER_BUFFER
*buffer
= ins
->buffer
;
1721 glsl_src_param_t src0_param
;
1722 glsl_src_param_t src1_param
;
1723 DWORD dst_write_mask
;
1724 unsigned int dst_size
;
1726 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
1727 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1729 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1730 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1733 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1735 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1739 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1740 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1741 * GLSL uses the value as-is. */
1742 static void shader_glsl_log(const struct wined3d_shader_instruction
*ins
)
1744 SHADER_BUFFER
*buffer
= ins
->buffer
;
1745 glsl_src_param_t src0_param
;
1746 DWORD dst_write_mask
;
1747 unsigned int dst_size
;
1749 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
1750 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1752 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1755 shader_addline(buffer
, "vec%d(log2(abs(%s))));\n", dst_size
, src0_param
.param_str
);
1757 shader_addline(buffer
, "log2(abs(%s)));\n", src0_param
.param_str
);
1761 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1762 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
1764 SHADER_BUFFER
*buffer
= ins
->buffer
;
1765 glsl_src_param_t src_param
;
1766 const char *instruction
;
1770 /* Determine the GLSL function to use based on the opcode */
1771 /* TODO: Possibly make this a table for faster lookups */
1772 switch (ins
->handler_idx
)
1774 case WINED3DSIH_MIN
: instruction
= "min"; break;
1775 case WINED3DSIH_MAX
: instruction
= "max"; break;
1776 case WINED3DSIH_ABS
: instruction
= "abs"; break;
1777 case WINED3DSIH_FRC
: instruction
= "fract"; break;
1778 case WINED3DSIH_NRM
: instruction
= "normalize"; break;
1779 case WINED3DSIH_EXP
: instruction
= "exp2"; break;
1780 case WINED3DSIH_SGN
: instruction
= "sign"; break;
1781 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
1782 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
1783 default: instruction
= "";
1784 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
1788 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1790 shader_addline(buffer
, "%s(", instruction
);
1794 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], write_mask
, &src_param
);
1795 shader_addline(buffer
, "%s", src_param
.param_str
);
1796 for (i
= 1; i
< ins
->src_count
; ++i
)
1798 shader_glsl_add_src_param(ins
, ins
->src
[i
], ins
->src_addr
[i
], write_mask
, &src_param
);
1799 shader_addline(buffer
, ", %s", src_param
.param_str
);
1803 shader_addline(buffer
, "));\n");
1806 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1807 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1808 * dst.x = 2^(floor(src))
1809 * dst.y = src - floor(src)
1810 * dst.z = 2^src (partial precision is allowed, but optional)
1812 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1813 * dst = 2^src; (partial precision is allowed, but optional)
1815 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
1817 glsl_src_param_t src_param
;
1819 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
1821 if (ins
->reg_maps
->shader_version
< WINED3DPS_VERSION(2,0))
1825 shader_addline(ins
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
1826 shader_addline(ins
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
1827 shader_addline(ins
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
1828 shader_addline(ins
->buffer
, "tmp0.w = 1.0;\n");
1830 shader_glsl_append_dst(ins
->buffer
, ins
);
1831 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
1832 shader_addline(ins
->buffer
, "tmp0%s);\n", dst_mask
);
1835 unsigned int mask_size
;
1837 write_mask
= shader_glsl_append_dst(ins
->buffer
, ins
);
1838 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1840 if (mask_size
> 1) {
1841 shader_addline(ins
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
1843 shader_addline(ins
->buffer
, "exp2(%s));\n", src_param
.param_str
);
1848 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1849 static void shader_glsl_rcp(const struct wined3d_shader_instruction
*ins
)
1851 glsl_src_param_t src_param
;
1853 unsigned int mask_size
;
1855 write_mask
= shader_glsl_append_dst(ins
->buffer
, ins
);
1856 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1857 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1859 if (mask_size
> 1) {
1860 shader_addline(ins
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_param
.param_str
);
1862 shader_addline(ins
->buffer
, "1.0 / %s);\n", src_param
.param_str
);
1866 static void shader_glsl_rsq(const struct wined3d_shader_instruction
*ins
)
1868 SHADER_BUFFER
*buffer
= ins
->buffer
;
1869 glsl_src_param_t src_param
;
1871 unsigned int mask_size
;
1873 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1874 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1876 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1878 if (mask_size
> 1) {
1879 shader_addline(buffer
, "vec%d(inversesqrt(%s)));\n", mask_size
, src_param
.param_str
);
1881 shader_addline(buffer
, "inversesqrt(%s));\n", src_param
.param_str
);
1885 /** Process signed comparison opcodes in GLSL. */
1886 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
1888 glsl_src_param_t src0_param
;
1889 glsl_src_param_t src1_param
;
1891 unsigned int mask_size
;
1893 write_mask
= shader_glsl_append_dst(ins
->buffer
, ins
);
1894 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1895 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], write_mask
, &src0_param
);
1896 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1], write_mask
, &src1_param
);
1898 if (mask_size
> 1) {
1899 const char *compare
;
1901 switch(ins
->handler_idx
)
1903 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
1904 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
1905 default: compare
= "";
1906 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
1909 shader_addline(ins
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
1910 src0_param
.param_str
, src1_param
.param_str
);
1912 switch(ins
->handler_idx
)
1914 case WINED3DSIH_SLT
:
1915 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1916 * to return 0.0 but step returns 1.0 because step is not < x
1917 * An alternative is a bvec compare padded with an unused second component.
1918 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1919 * issue. Playing with not() is not possible either because not() does not accept
1922 shader_addline(ins
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n", src0_param
.param_str
, src1_param
.param_str
);
1924 case WINED3DSIH_SGE
:
1925 /* Here we can use the step() function and safe a conditional */
1926 shader_addline(ins
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
1929 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
1935 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1936 static void shader_glsl_cmp(const struct wined3d_shader_instruction
*ins
)
1938 glsl_src_param_t src0_param
;
1939 glsl_src_param_t src1_param
;
1940 glsl_src_param_t src2_param
;
1941 DWORD write_mask
, cmp_channel
= 0;
1944 BOOL temp_destination
= FALSE
;
1946 if (shader_is_scalar(shader_get_regtype(ins
->src
[0]), ins
->src
[0] & WINED3DSP_REGNUM_MASK
))
1948 write_mask
= shader_glsl_append_dst(ins
->buffer
, ins
);
1950 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
1951 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1], write_mask
, &src1_param
);
1952 shader_glsl_add_src_param(ins
, ins
->src
[2], ins
->src_addr
[2], write_mask
, &src2_param
);
1954 shader_addline(ins
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1955 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1957 DWORD src0reg
= ins
->src
[0] & WINED3DSP_REGNUM_MASK
;
1958 DWORD src1reg
= ins
->src
[1] & WINED3DSP_REGNUM_MASK
;
1959 DWORD src2reg
= ins
->src
[2] & WINED3DSP_REGNUM_MASK
;
1960 DWORD src0regtype
= shader_get_regtype(ins
->src
[0]);
1961 DWORD src1regtype
= shader_get_regtype(ins
->src
[1]);
1962 DWORD src2regtype
= shader_get_regtype(ins
->src
[2]);
1963 DWORD dstreg
= ins
->dst
[0].register_idx
;
1964 DWORD dstregtype
= ins
->dst
[0].register_type
;
1965 DWORD dst_mask
= ins
->dst
[0].write_mask
;
1966 struct wined3d_shader_dst_param dst
= ins
->dst
[0];
1968 /* Cycle through all source0 channels */
1969 for (i
=0; i
<4; i
++) {
1971 /* Find the destination channels which use the current source0 channel */
1972 for (j
=0; j
<4; j
++) {
1973 if (((ins
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2 * j
)) & 0x3) == i
)
1975 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1976 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1980 dst
.write_mask
= dst_mask
& write_mask
;
1981 dst
.token
= (dst
.token
& ~WINED3DSP_WRITEMASK_ALL
) | dst
.write_mask
;
1983 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1984 * The first lines may overwrite source parameters of the following lines.
1985 * Deal with that by using a temporary destination register if needed
1987 if ((src0reg
== dstreg
&& src0regtype
== dstregtype
)
1988 || (src1reg
== dstreg
&& src1regtype
== dstregtype
)
1989 || (src2reg
== dstreg
&& src2regtype
== dstregtype
))
1991 write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
);
1992 if (!write_mask
) continue;
1993 shader_addline(ins
->buffer
, "tmp0%s = (", mask_char
);
1994 temp_destination
= TRUE
;
1996 write_mask
= shader_glsl_append_dst_ext(ins
->buffer
, ins
, &dst
);
1997 if (!write_mask
) continue;
2000 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], cmp_channel
, &src0_param
);
2001 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1], write_mask
, &src1_param
);
2002 shader_glsl_add_src_param(ins
, ins
->src
[2], ins
->src_addr
[2], write_mask
, &src2_param
);
2004 shader_addline(ins
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2005 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2008 if(temp_destination
) {
2009 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2010 shader_glsl_append_dst(ins
->buffer
, ins
);
2011 shader_addline(ins
->buffer
, "tmp0%s);\n", mask_char
);
2017 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2018 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2019 * the compare is done per component of src0. */
2020 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2022 struct wined3d_shader_dst_param dst
;
2023 glsl_src_param_t src0_param
;
2024 glsl_src_param_t src1_param
;
2025 glsl_src_param_t src2_param
;
2026 DWORD write_mask
, cmp_channel
= 0;
2030 if (ins
->reg_maps
->shader_version
< WINED3DPS_VERSION(1, 4))
2032 write_mask
= shader_glsl_append_dst(ins
->buffer
, ins
);
2033 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2034 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1], write_mask
, &src1_param
);
2035 shader_glsl_add_src_param(ins
, ins
->src
[2], ins
->src_addr
[2], write_mask
, &src2_param
);
2037 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2040 shader_addline(ins
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2042 shader_addline(ins
->buffer
, "%s > 0.5 ? %s : %s);\n",
2043 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2047 /* Cycle through all source0 channels */
2048 dst_mask
= ins
->dst
[0].write_mask
;
2050 for (i
=0; i
<4; i
++) {
2052 /* Find the destination channels which use the current source0 channel */
2053 for (j
=0; j
<4; j
++) {
2054 if (((ins
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2 * j
)) & 0x3) == i
)
2056 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2057 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2061 dst
.write_mask
= dst_mask
& write_mask
;
2062 dst
.token
= (dst
.token
& ~WINED3DSP_WRITEMASK_ALL
) | dst
.write_mask
;
2063 write_mask
= shader_glsl_append_dst_ext(ins
->buffer
, ins
, &dst
);
2064 if (!write_mask
) continue;
2066 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], cmp_channel
, &src0_param
);
2067 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1], write_mask
, &src1_param
);
2068 shader_glsl_add_src_param(ins
, ins
->src
[2], ins
->src_addr
[2], write_mask
, &src2_param
);
2070 shader_addline(ins
->buffer
, "%s > 0.5 ? %s : %s);\n",
2071 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2075 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2076 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2078 glsl_src_param_t src0_param
;
2079 glsl_src_param_t src1_param
;
2080 glsl_src_param_t src2_param
;
2083 write_mask
= shader_glsl_append_dst(ins
->buffer
, ins
);
2084 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], write_mask
, &src0_param
);
2085 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1], write_mask
, &src1_param
);
2086 shader_glsl_add_src_param(ins
, ins
->src
[2], ins
->src_addr
[2], write_mask
, &src2_param
);
2087 shader_addline(ins
->buffer
, "(%s * %s) + %s);\n",
2088 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2091 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2092 Vertex shaders to GLSL codes */
2093 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2096 int nComponents
= 0;
2097 struct wined3d_shader_dst_param tmp_dst
= {0};
2098 struct wined3d_shader_instruction tmp_ins
;
2100 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2102 /* Set constants for the temporary argument */
2103 tmp_ins
.shader
= ins
->shader
;
2104 tmp_ins
.buffer
= ins
->buffer
;
2105 tmp_ins
.src
[0] = ins
->src
[0];
2106 tmp_ins
.src_addr
[0] = ins
->src_addr
[0];
2107 tmp_ins
.src_addr
[1] = ins
->src_addr
[1];
2108 tmp_ins
.reg_maps
= ins
->reg_maps
;
2109 tmp_ins
.dst_count
= 1;
2110 tmp_ins
.dst
= &tmp_dst
;
2111 tmp_ins
.src_count
= 2;
2113 switch(ins
->handler_idx
)
2115 case WINED3DSIH_M4x4
:
2117 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2119 case WINED3DSIH_M4x3
:
2121 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2123 case WINED3DSIH_M3x4
:
2125 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2127 case WINED3DSIH_M3x3
:
2129 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2131 case WINED3DSIH_M3x2
:
2133 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2139 tmp_dst
= ins
->dst
[0];
2140 for (i
= 0; i
< nComponents
; ++i
)
2142 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2143 tmp_dst
.token
= (tmp_dst
.token
& ~WINED3DSP_WRITEMASK_ALL
) | tmp_dst
.write_mask
;
2144 tmp_ins
.src
[1] = ins
->src
[1] + i
;
2145 shader_glsl_dot(&tmp_ins
);
2150 The LRP instruction performs a component-wise linear interpolation
2151 between the second and third operands using the first operand as the
2152 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2153 This is equivalent to mix(src2, src1, src0);
2155 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
2157 glsl_src_param_t src0_param
;
2158 glsl_src_param_t src1_param
;
2159 glsl_src_param_t src2_param
;
2162 write_mask
= shader_glsl_append_dst(ins
->buffer
, ins
);
2164 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], write_mask
, &src0_param
);
2165 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1], write_mask
, &src1_param
);
2166 shader_glsl_add_src_param(ins
, ins
->src
[2], ins
->src_addr
[2], write_mask
, &src2_param
);
2168 shader_addline(ins
->buffer
, "mix(%s, %s, %s));\n",
2169 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
2172 /** Process the WINED3DSIO_LIT instruction in GLSL:
2173 * dst.x = dst.w = 1.0
2174 * dst.y = (src0.x > 0) ? src0.x
2175 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2176 * where src.w is clamped at +- 128
2178 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
2180 glsl_src_param_t src0_param
;
2181 glsl_src_param_t src1_param
;
2182 glsl_src_param_t src3_param
;
2185 shader_glsl_append_dst(ins
->buffer
, ins
);
2186 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2188 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2189 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
2190 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
2192 /* The sdk specifies the instruction like this
2194 * if(src.x > 0.0) dst.y = src.x
2196 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2200 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2201 * dst.x = 1.0 ... No further explanation needed
2202 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2203 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2204 * dst.w = 1.0. ... Nothing fancy.
2206 * So we still have one conditional in there. So do this:
2207 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2209 * 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),
2210 * 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.
2211 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2213 shader_addline(ins
->buffer
,
2214 "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",
2215 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
2218 /** Process the WINED3DSIO_DST instruction in GLSL:
2220 * dst.y = src0.x * src0.y
2224 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
2226 glsl_src_param_t src0y_param
;
2227 glsl_src_param_t src0z_param
;
2228 glsl_src_param_t src1y_param
;
2229 glsl_src_param_t src1w_param
;
2232 shader_glsl_append_dst(ins
->buffer
, ins
);
2233 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2235 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
2236 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
2237 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
2238 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
2240 shader_addline(ins
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2241 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
2244 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2245 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2246 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2248 * dst.x = cos(src0.?)
2249 * dst.y = sin(src0.?)
2253 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
2255 glsl_src_param_t src0_param
;
2258 write_mask
= shader_glsl_append_dst(ins
->buffer
, ins
);
2259 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2261 switch (write_mask
) {
2262 case WINED3DSP_WRITEMASK_0
:
2263 shader_addline(ins
->buffer
, "cos(%s));\n", src0_param
.param_str
);
2266 case WINED3DSP_WRITEMASK_1
:
2267 shader_addline(ins
->buffer
, "sin(%s));\n", src0_param
.param_str
);
2270 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
2271 shader_addline(ins
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
2275 ERR("Write mask should be .x, .y or .xy\n");
2280 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2281 * Start a for() loop where src1.y is the initial value of aL,
2282 * increment aL by src1.z for a total of src1.x iterations.
2283 * Need to use a temporary variable for this operation.
2285 /* FIXME: I don't think nested loops will work correctly this way. */
2286 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
2288 glsl_src_param_t src1_param
;
2289 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->shader
;
2290 DWORD regtype
= shader_get_regtype(ins
->src
[1]);
2291 DWORD reg
= ins
->src
[1] & WINED3DSP_REGNUM_MASK
;
2292 const DWORD
*control_values
= NULL
;
2293 const local_constant
*constant
;
2295 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
2297 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2298 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2299 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2302 if(regtype
== WINED3DSPR_CONSTINT
) {
2303 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
2304 if(constant
->idx
== reg
) {
2305 control_values
= constant
->value
;
2311 if(control_values
) {
2312 if(control_values
[2] > 0) {
2313 shader_addline(ins
->buffer
, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2314 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2315 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2316 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2317 } else if(control_values
[2] == 0) {
2318 shader_addline(ins
->buffer
, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2319 shader
->baseShader
.cur_loop_depth
, control_values
[1], shader
->baseShader
.cur_loop_depth
,
2320 shader
->baseShader
.cur_loop_depth
, control_values
[0],
2321 shader
->baseShader
.cur_loop_depth
);
2323 shader_addline(ins
->buffer
, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2324 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2325 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2326 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2329 shader_addline(ins
->buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2330 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
,
2331 src1_param
.reg_name
, shader
->baseShader
.cur_loop_depth
, src1_param
.reg_name
,
2332 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
, src1_param
.reg_name
);
2335 shader
->baseShader
.cur_loop_depth
++;
2336 shader
->baseShader
.cur_loop_regno
++;
2339 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
2341 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->shader
;
2343 shader_addline(ins
->buffer
, "}\n");
2345 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
2347 shader
->baseShader
.cur_loop_depth
--;
2348 shader
->baseShader
.cur_loop_regno
--;
2351 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
2353 shader
->baseShader
.cur_loop_depth
--;
2357 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
2359 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->shader
;
2360 glsl_src_param_t src0_param
;
2362 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2363 shader_addline(ins
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2364 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2365 src0_param
.param_str
, shader
->baseShader
.cur_loop_depth
);
2366 shader
->baseShader
.cur_loop_depth
++;
2369 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
2371 glsl_src_param_t src0_param
;
2373 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2374 shader_addline(ins
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2377 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
2379 glsl_src_param_t src0_param
;
2380 glsl_src_param_t src1_param
;
2382 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2383 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2385 shader_addline(ins
->buffer
, "if (%s %s %s) {\n",
2386 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2389 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
2391 shader_addline(ins
->buffer
, "} else {\n");
2394 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
2396 shader_addline(ins
->buffer
, "break;\n");
2399 /* FIXME: According to MSDN the compare is done per component. */
2400 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
2402 glsl_src_param_t src0_param
;
2403 glsl_src_param_t src1_param
;
2405 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2406 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2408 shader_addline(ins
->buffer
, "if (%s %s %s) break;\n",
2409 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2412 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
2415 DWORD snum
= (ins
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2416 shader_addline(ins
->buffer
, "}\n");
2417 shader_addline(ins
->buffer
, "void subroutine%u () {\n", snum
);
2420 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
2422 DWORD snum
= (ins
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2423 shader_addline(ins
->buffer
, "subroutine%u();\n", snum
);
2426 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
2428 glsl_src_param_t src1_param
;
2430 DWORD snum
= (ins
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2431 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2432 shader_addline(ins
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, snum
);
2435 /*********************************************
2436 * Pixel Shader Specific Code begins here
2437 ********************************************/
2438 static void pshader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
2440 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->shader
;
2441 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2442 DWORD shader_version
= ins
->reg_maps
->shader_version
;
2443 glsl_sample_function_t sample_function
;
2444 DWORD sample_flags
= 0;
2447 DWORD mask
= 0, swizzle
;
2449 /* 1.0-1.4: Use destination register as sampler source.
2450 * 2.0+: Use provided sampler source. */
2451 if (shader_version
< WINED3DPS_VERSION(2,0)) sampler_idx
= ins
->dst
[0].register_idx
;
2452 else sampler_idx
= ins
->src
[1] & WINED3DSP_REGNUM_MASK
;
2453 sampler_type
= ins
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2455 if (shader_version
< WINED3DPS_VERSION(1,4))
2457 DWORD flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2459 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2460 if (flags
& WINED3DTTFF_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
) {
2461 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2462 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2463 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2464 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
2465 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
2466 case WINED3DTTFF_COUNT4
:
2467 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
2471 else if (shader_version
< WINED3DPS_VERSION(2,0))
2473 DWORD src_mod
= ins
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2475 if (src_mod
== WINED3DSPSM_DZ
) {
2476 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2477 mask
= WINED3DSP_WRITEMASK_2
;
2478 } else if (src_mod
== WINED3DSPSM_DW
) {
2479 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2480 mask
= WINED3DSP_WRITEMASK_3
;
2483 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
2485 /* ps 2.0 texldp instruction always divides by the fourth component. */
2486 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2487 mask
= WINED3DSP_WRITEMASK_3
;
2491 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2492 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2493 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2496 shader_glsl_get_sample_function(sampler_type
, sample_flags
, &sample_function
);
2497 mask
|= sample_function
.coord_mask
;
2499 if (shader_version
< WINED3DPS_VERSION(2,0)) swizzle
= WINED3DVS_NOSWIZZLE
;
2500 else swizzle
= ins
->src
[1] & WINED3DSP_SWIZZLE_MASK
;
2502 /* 1.0-1.3: Use destination register as coordinate source.
2503 1.4+: Use provided coordinate source register. */
2504 if (shader_version
< WINED3DPS_VERSION(1,4))
2507 shader_glsl_write_mask_to_str(mask
, coord_mask
);
2508 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
,
2509 "T%u%s", sampler_idx
, coord_mask
);
2511 glsl_src_param_t coord_param
;
2512 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], mask
, &coord_param
);
2513 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
2515 glsl_src_param_t bias
;
2516 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &bias
);
2517 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, bias
.param_str
,
2518 "%s", coord_param
.param_str
);
2520 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
,
2521 "%s", coord_param
.param_str
);
2526 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
2528 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->shader
;
2529 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2530 glsl_sample_function_t sample_function
;
2531 glsl_src_param_t coord_param
, lod_param
;
2532 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
2535 DWORD swizzle
= ins
->src
[1] & WINED3DSP_SWIZZLE_MASK
;
2537 sampler_idx
= ins
->src
[1] & WINED3DSP_REGNUM_MASK
;
2538 sampler_type
= ins
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2539 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2540 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2541 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2543 shader_glsl_get_sample_function(sampler_type
, sample_flags
, &sample_function
);
2544 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], sample_function
.coord_mask
, &coord_param
);
2546 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
2548 if (shader_is_pshader_version(ins
->reg_maps
->shader_version
))
2550 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2551 * However, they seem to work just fine in fragment shaders as well. */
2552 WARN("Using %s in fragment shader.\n", sample_function
.name
);
2554 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, lod_param
.param_str
,
2555 "%s", coord_param
.param_str
);
2558 static void pshader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
2560 /* FIXME: Make this work for more than just 2D textures */
2561 SHADER_BUFFER
*buffer
= ins
->buffer
;
2562 DWORD write_mask
= shader_glsl_append_dst(ins
->buffer
, ins
);
2564 if (ins
->reg_maps
->shader_version
!= WINED3DPS_VERSION(1,4))
2568 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2569 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2570 ins
->dst
[0].register_idx
, dst_mask
);
2572 DWORD reg
= ins
->src
[0] & WINED3DSP_REGNUM_MASK
;
2573 DWORD src_mod
= ins
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2574 char dst_swizzle
[6];
2576 shader_glsl_get_swizzle(ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
2578 if (src_mod
== WINED3DSPSM_DZ
) {
2579 glsl_src_param_t div_param
;
2580 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2581 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
2583 if (mask_size
> 1) {
2584 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2586 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2588 } else if (src_mod
== WINED3DSPSM_DW
) {
2589 glsl_src_param_t div_param
;
2590 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2591 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
2593 if (mask_size
> 1) {
2594 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2596 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2599 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
2604 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2605 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2606 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2607 static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2609 glsl_src_param_t src0_param
;
2610 glsl_sample_function_t sample_function
;
2611 DWORD sampler_idx
= ins
->dst
[0].register_idx
;
2612 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2613 DWORD sampler_type
= ins
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2616 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], src_mask
, &src0_param
);
2618 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2619 * scalar, and projected sampling would require 4.
2621 * It is a dependent read - not valid with conditional NP2 textures
2623 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2624 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
2629 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DVS_NOSWIZZLE
, NULL
,
2630 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
2634 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DVS_NOSWIZZLE
, NULL
,
2635 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
2639 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DVS_NOSWIZZLE
, NULL
,
2640 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
2644 FIXME("Unexpected mask size %u\n", mask_size
);
2649 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2650 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2651 static void pshader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
2653 glsl_src_param_t src0_param
;
2654 DWORD dstreg
= ins
->dst
[0].register_idx
;
2655 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2657 unsigned int mask_size
;
2659 dst_mask
= shader_glsl_append_dst(ins
->buffer
, ins
);
2660 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
2661 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], src_mask
, &src0_param
);
2663 if (mask_size
> 1) {
2664 shader_addline(ins
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
2666 shader_addline(ins
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
2670 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2671 * Calculate the depth as dst.x / dst.y */
2672 static void pshader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
2674 glsl_dst_param_t dst_param
;
2676 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2678 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2679 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2680 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2681 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2684 shader_addline(ins
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2685 dst_param
.reg_name
, dst_param
.reg_name
);
2688 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2689 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2690 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2691 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2693 static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2695 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2696 DWORD dstreg
= ins
->dst
[0].register_idx
;
2697 glsl_src_param_t src0_param
;
2699 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], src_mask
, &src0_param
);
2701 shader_addline(ins
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
2702 shader_addline(ins
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2705 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2706 * Calculate the 1st of a 2-row matrix multiplication. */
2707 static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
2709 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2710 DWORD reg
= ins
->dst
[0].register_idx
;
2711 SHADER_BUFFER
*buffer
= ins
->buffer
;
2712 glsl_src_param_t src0_param
;
2714 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], src_mask
, &src0_param
);
2715 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2718 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2719 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2720 static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
2722 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)ins
->shader
;
2723 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2724 DWORD reg
= ins
->dst
[0].register_idx
;
2725 SHADER_BUFFER
*buffer
= ins
->buffer
;
2726 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2727 glsl_src_param_t src0_param
;
2729 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], src_mask
, &src0_param
);
2730 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
2731 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2734 static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
2736 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2737 DWORD reg
= ins
->dst
[0].register_idx
;
2738 SHADER_BUFFER
*buffer
= ins
->buffer
;
2739 glsl_src_param_t src0_param
;
2740 DWORD sampler_type
= ins
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2741 glsl_sample_function_t sample_function
;
2743 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], src_mask
, &src0_param
);
2744 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2746 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2748 /* Sample the texture using the calculated coordinates */
2749 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DVS_NOSWIZZLE
, NULL
, "tmp0.xy");
2752 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2753 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2754 static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
2756 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2757 glsl_src_param_t src0_param
;
2758 DWORD reg
= ins
->dst
[0].register_idx
;
2759 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->shader
;
2760 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2761 DWORD sampler_type
= ins
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2762 glsl_sample_function_t sample_function
;
2764 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], src_mask
, &src0_param
);
2765 shader_addline(ins
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2767 /* Dependent read, not valid with conditional NP2 */
2768 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2770 /* Sample the texture using the calculated coordinates */
2771 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DVS_NOSWIZZLE
, NULL
, "tmp0.xyz");
2773 current_state
->current_row
= 0;
2776 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2777 * Perform the 3rd row of a 3x3 matrix multiply */
2778 static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
2780 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2781 glsl_src_param_t src0_param
;
2783 DWORD reg
= ins
->dst
[0].register_idx
;
2784 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->shader
;
2785 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2787 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], src_mask
, &src0_param
);
2789 shader_glsl_append_dst(ins
->buffer
, ins
);
2790 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2791 shader_addline(ins
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
2793 current_state
->current_row
= 0;
2796 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2797 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2798 static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
2800 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)ins
->shader
;
2801 DWORD reg
= ins
->dst
[0].register_idx
;
2802 glsl_src_param_t src0_param
;
2803 glsl_src_param_t src1_param
;
2804 SHADER_BUFFER
*buffer
= ins
->buffer
;
2805 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2806 DWORD stype
= ins
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2807 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2808 glsl_sample_function_t sample_function
;
2810 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], src_mask
, &src0_param
);
2811 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1], src_mask
, &src1_param
);
2813 /* Perform the last matrix multiply operation */
2814 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2815 /* Reflection calculation */
2816 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
2818 /* Dependent read, not valid with conditional NP2 */
2819 shader_glsl_get_sample_function(stype
, 0, &sample_function
);
2821 /* Sample the texture */
2822 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DVS_NOSWIZZLE
, NULL
, "tmp0.xyz");
2824 current_state
->current_row
= 0;
2827 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2828 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2829 static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
2831 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)ins
->shader
;
2832 DWORD reg
= ins
->dst
[0].register_idx
;
2833 SHADER_BUFFER
*buffer
= ins
->buffer
;
2834 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2835 glsl_src_param_t src0_param
;
2836 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2837 DWORD sampler_type
= ins
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2838 glsl_sample_function_t sample_function
;
2840 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], src_mask
, &src0_param
);
2842 /* Perform the last matrix multiply operation */
2843 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
2845 /* Construct the eye-ray vector from w coordinates */
2846 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2847 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
2848 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2850 /* Dependent read, not valid with conditional NP2 */
2851 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2853 /* Sample the texture using the calculated coordinates */
2854 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DVS_NOSWIZZLE
, NULL
, "tmp0.xyz");
2856 current_state
->current_row
= 0;
2859 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2860 * Apply a fake bump map transform.
2861 * texbem is pshader <= 1.3 only, this saves a few version checks
2863 static void pshader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
2865 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->shader
;
2866 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2867 glsl_sample_function_t sample_function
;
2868 glsl_src_param_t coord_param
;
2875 sampler_idx
= ins
->dst
[0].register_idx
;
2876 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2878 sampler_type
= ins
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2879 /* Dependent read, not valid with conditional NP2 */
2880 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2881 mask
= sample_function
.coord_mask
;
2883 shader_glsl_write_mask_to_str(mask
, coord_mask
);
2885 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2886 * so we can't let the GL handle this.
2888 if (flags
& WINED3DTTFF_PROJECTED
) {
2890 char coord_div_mask
[3];
2891 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2892 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2893 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
2894 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
2895 case WINED3DTTFF_COUNT4
:
2896 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
2898 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
2899 shader_addline(ins
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
2902 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0],
2903 WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
2905 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DVS_NOSWIZZLE
, NULL
,
2906 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
2907 coord_param
.param_str
, coord_mask
);
2909 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
2911 glsl_src_param_t luminance_param
;
2912 glsl_dst_param_t dst_param
;
2914 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
2915 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2917 shader_addline(ins
->buffer
, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
2918 dst_param
.reg_name
, dst_param
.mask_str
,
2919 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
2923 static void pshader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
2925 glsl_src_param_t src0_param
, src1_param
;
2926 DWORD sampler_idx
= ins
->dst
[0].register_idx
;
2928 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0],
2929 WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
2930 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1],
2931 WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
2933 shader_glsl_append_dst(ins
->buffer
, ins
);
2934 shader_addline(ins
->buffer
, "%s + bumpenvmat%d * %s);\n",
2935 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
2938 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2939 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2940 static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
2942 glsl_src_param_t src0_param
;
2943 DWORD sampler_idx
= ins
->dst
[0].register_idx
;
2944 DWORD sampler_type
= ins
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2945 glsl_sample_function_t sample_function
;
2947 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2949 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2950 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DVS_NOSWIZZLE
, NULL
,
2951 "%s.wx", src0_param
.reg_name
);
2954 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2955 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2956 static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
2958 glsl_src_param_t src0_param
;
2959 DWORD sampler_idx
= ins
->dst
[0].register_idx
;
2960 DWORD sampler_type
= ins
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2961 glsl_sample_function_t sample_function
;
2963 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2965 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2966 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DVS_NOSWIZZLE
, NULL
,
2967 "%s.yz", src0_param
.reg_name
);
2970 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2971 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2972 static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
2974 glsl_src_param_t src0_param
;
2975 DWORD sampler_idx
= ins
->dst
[0].register_idx
;
2976 DWORD sampler_type
= ins
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2977 glsl_sample_function_t sample_function
;
2979 /* Dependent read, not valid with conditional NP2 */
2980 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2981 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0], sample_function
.coord_mask
, &src0_param
);
2983 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DVS_NOSWIZZLE
, NULL
,
2984 "%s", src0_param
.param_str
);
2987 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2988 * If any of the first 3 components are < 0, discard this pixel */
2989 static void pshader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
2991 glsl_dst_param_t dst_param
;
2993 /* The argument is a destination parameter, and no writemasks are allowed */
2994 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2995 if ((ins
->reg_maps
->shader_version
>= WINED3DPS_VERSION(2,0)))
2997 /* 2.0 shaders compare all 4 components in texkill */
2998 shader_addline(ins
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
3000 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3001 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3002 * 4 components are defined, only the first 3 are used
3004 shader_addline(ins
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
3008 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3009 * dst = dot2(src0, src1) + src2 */
3010 static void pshader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
3012 glsl_src_param_t src0_param
;
3013 glsl_src_param_t src1_param
;
3014 glsl_src_param_t src2_param
;
3016 unsigned int mask_size
;
3018 write_mask
= shader_glsl_append_dst(ins
->buffer
, ins
);
3019 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3021 shader_glsl_add_src_param(ins
, ins
->src
[0], ins
->src_addr
[0],
3022 WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3023 shader_glsl_add_src_param(ins
, ins
->src
[1], ins
->src_addr
[1],
3024 WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3025 shader_glsl_add_src_param(ins
, ins
->src
[2], ins
->src_addr
[2],
3026 WINED3DSP_WRITEMASK_0
, &src2_param
);
3028 if (mask_size
> 1) {
3029 shader_addline(ins
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
3030 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3032 shader_addline(ins
->buffer
, "dot(%s, %s) + %s);\n",
3033 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3037 static void pshader_glsl_input_pack(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
,
3038 const struct wined3d_shader_semantic
*semantics_in
, const struct shader_reg_maps
*reg_maps
,
3039 enum vertexprocessing_mode vertexprocessing
)
3042 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
3044 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3046 DWORD usage
, usage_idx
;
3050 if (!reg_maps
->packed_input
[i
]) continue;
3052 usage
= semantics_in
[i
].usage
;
3053 usage_idx
= semantics_in
[i
].usage_idx
;
3054 shader_glsl_get_write_mask(&semantics_in
[i
].reg
, reg_mask
);
3058 case WINED3DDECLUSAGE_TEXCOORD
:
3059 if (usage_idx
< 8 && vertexprocessing
== pretransformed
)
3060 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3061 This
->input_reg_map
[i
], reg_mask
, usage_idx
, reg_mask
);
3063 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3064 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3067 case WINED3DDECLUSAGE_COLOR
:
3069 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
3070 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3071 else if (usage_idx
== 1)
3072 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3073 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3075 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3076 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3080 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3081 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3087 /*********************************************
3088 * Vertex Shader Specific Code begins here
3089 ********************************************/
3091 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
) {
3092 glsl_program_key_t
*key
;
3094 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
3095 key
->vshader
= entry
->vshader
;
3096 key
->pshader
= entry
->pshader
;
3097 key
->vs_args
= entry
->vs_args
;
3098 key
->ps_args
= entry
->ps_args
;
3100 hash_table_put(priv
->glsl_program_lookup
, key
, entry
);
3103 static struct glsl_shader_prog_link
*get_glsl_program_entry(struct shader_glsl_priv
*priv
,
3104 IWineD3DVertexShader
*vshader
, IWineD3DPixelShader
*pshader
, struct vs_compile_args
*vs_args
,
3105 struct ps_compile_args
*ps_args
) {
3106 glsl_program_key_t key
;
3108 key
.vshader
= vshader
;
3109 key
.pshader
= pshader
;
3110 key
.vs_args
= *vs_args
;
3111 key
.ps_args
= *ps_args
;
3113 return hash_table_get(priv
->glsl_program_lookup
, &key
);
3116 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const WineD3D_GL_Info
*gl_info
,
3117 struct glsl_shader_prog_link
*entry
)
3119 glsl_program_key_t
*key
;
3121 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
3122 key
->vshader
= entry
->vshader
;
3123 key
->pshader
= entry
->pshader
;
3124 key
->vs_args
= entry
->vs_args
;
3125 key
->ps_args
= entry
->ps_args
;
3126 hash_table_remove(priv
->glsl_program_lookup
, key
);
3128 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
3129 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
3130 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
3131 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
3132 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
3133 HeapFree(GetProcessHeap(), 0, entry
);
3136 static void handle_ps3_input(SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
, const DWORD
*map
,
3137 const struct wined3d_shader_semantic
*semantics_in
, const struct shader_reg_maps
*reg_maps_in
,
3138 const struct wined3d_shader_semantic
*semantics_out
, const struct shader_reg_maps
*reg_maps_out
)
3141 DWORD usage
, usage_idx
, usage_out
, usage_idx_out
;
3144 DWORD in_count
= GL_LIMITS(glsl_varyings
) / 4;
3145 char reg_mask
[6], reg_mask_out
[6];
3146 char destination
[50];
3148 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
3150 if (!semantics_out
) {
3151 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3152 shader_addline(buffer
, "vec4 front_color = gl_FrontColor;\n");
3153 shader_addline(buffer
, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3156 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
3157 if (!reg_maps_in
->packed_input
[i
]) continue;
3160 if (in_idx
>= (in_count
+ 2)) {
3161 FIXME("More input varyings declared than supported, expect issues\n");
3164 else if (map
[i
] == ~0U)
3166 /* Declared, but not read register */
3170 if (in_idx
== in_count
) {
3171 sprintf(destination
, "gl_FrontColor");
3172 } else if (in_idx
== in_count
+ 1) {
3173 sprintf(destination
, "gl_FrontSecondaryColor");
3175 sprintf(destination
, "IN[%u]", in_idx
);
3178 usage
= semantics_in
[i
].usage
;
3179 usage_idx
= semantics_in
[i
].usage_idx
;
3180 set
[map
[i
]] = shader_glsl_get_write_mask(&semantics_in
[i
].reg
, reg_mask
);
3182 if(!semantics_out
) {
3184 case WINED3DDECLUSAGE_COLOR
:
3186 shader_addline(buffer
, "%s%s = front_color%s;\n",
3187 destination
, reg_mask
, reg_mask
);
3188 else if (usage_idx
== 1)
3189 shader_addline(buffer
, "%s%s = front_secondary_color%s;\n",
3190 destination
, reg_mask
, reg_mask
);
3192 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3193 destination
, reg_mask
, reg_mask
);
3196 case WINED3DDECLUSAGE_TEXCOORD
:
3197 if (usage_idx
< 8) {
3198 shader_addline(buffer
, "%s%s = gl_TexCoord[%u]%s;\n",
3199 destination
, reg_mask
, usage_idx
, reg_mask
);
3201 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3202 destination
, reg_mask
, reg_mask
);
3206 case WINED3DDECLUSAGE_FOG
:
3207 shader_addline(buffer
, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3208 destination
, reg_mask
, reg_mask
);
3212 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3213 destination
, reg_mask
, reg_mask
);
3217 for(j
= 0; j
< MAX_REG_OUTPUT
; j
++) {
3218 if (!reg_maps_out
->packed_output
[j
]) continue;
3220 usage_out
= semantics_out
[j
].usage
;
3221 usage_idx_out
= semantics_out
[j
].usage_idx
;
3222 shader_glsl_get_write_mask(&semantics_out
[j
].reg
, reg_mask_out
);
3224 if(usage
== usage_out
&&
3225 usage_idx
== usage_idx_out
) {
3226 shader_addline(buffer
, "%s%s = OUT[%u]%s;\n",
3227 destination
, reg_mask
, j
, reg_mask
);
3232 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3233 destination
, reg_mask
, reg_mask
);
3238 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3239 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3240 * input varyings are assigned above, if the optimizer works properly.
3242 for(i
= 0; i
< in_count
+ 2; i
++) {
3243 if(set
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3244 unsigned int size
= 0;
3245 memset(reg_mask
, 0, sizeof(reg_mask
));
3246 if(!(set
[i
] & WINED3DSP_WRITEMASK_0
)) {
3247 reg_mask
[size
] = 'x';
3250 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
3251 reg_mask
[size
] = 'y';
3254 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
3255 reg_mask
[size
] = 'z';
3258 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
3259 reg_mask
[size
] = 'w';
3263 if (i
== in_count
) {
3264 sprintf(destination
, "gl_FrontColor");
3265 } else if (i
== in_count
+ 1) {
3266 sprintf(destination
, "gl_FrontSecondaryColor");
3268 sprintf(destination
, "IN[%u]", i
);
3272 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
3274 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
3279 HeapFree(GetProcessHeap(), 0, set
);
3282 static GLhandleARB
generate_param_reorder_function(IWineD3DVertexShader
*vertexshader
,
3283 IWineD3DPixelShader
*pixelshader
, const WineD3D_GL_Info
*gl_info
)
3285 GLhandleARB ret
= 0;
3286 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) vertexshader
;
3287 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pixelshader
;
3288 IWineD3DDeviceImpl
*device
;
3289 DWORD vs_major
= WINED3DSHADER_VERSION_MAJOR(vs
->baseShader
.reg_maps
.shader_version
);
3290 DWORD ps_major
= ps
? WINED3DSHADER_VERSION_MAJOR(ps
->baseShader
.reg_maps
.shader_version
) : 0;
3292 SHADER_BUFFER buffer
;
3293 DWORD usage
, usage_idx
, writemask
;
3295 const struct wined3d_shader_semantic
*semantics_out
;
3297 shader_buffer_init(&buffer
);
3299 shader_addline(&buffer
, "#version 120\n");
3301 if(vs_major
< 3 && ps_major
< 3) {
3302 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3303 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3305 device
= (IWineD3DDeviceImpl
*) vs
->baseShader
.device
;
3306 if((GLINFO_LOCATION
).set_texcoord_w
&& ps_major
== 0 && vs_major
> 0 &&
3307 !device
->frag_pipe
->ffp_proj_control
) {
3308 shader_addline(&buffer
, "void order_ps_input() {\n");
3309 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
3310 if(vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3311 vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3312 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", i
);
3315 shader_addline(&buffer
, "}\n");
3317 shader_addline(&buffer
, "void order_ps_input() { /* do nothing */ }\n");
3319 } else if(ps_major
< 3 && vs_major
>= 3) {
3320 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3321 semantics_out
= vs
->semantics_out
;
3323 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3324 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
3325 if (!vs
->baseShader
.reg_maps
.packed_output
[i
]) continue;
3327 usage
= semantics_out
[i
].usage
;
3328 usage_idx
= semantics_out
[i
].usage_idx
;
3329 writemask
= shader_glsl_get_write_mask(&semantics_out
[i
].reg
, reg_mask
);
3332 case WINED3DDECLUSAGE_COLOR
:
3334 shader_addline(&buffer
, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3335 else if (usage_idx
== 1)
3336 shader_addline(&buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3339 case WINED3DDECLUSAGE_POSITION
:
3340 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3343 case WINED3DDECLUSAGE_TEXCOORD
:
3344 if (usage_idx
< 8) {
3345 if(!(GLINFO_LOCATION
).set_texcoord_w
|| ps_major
> 0) writemask
|= WINED3DSP_WRITEMASK_3
;
3347 shader_addline(&buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3348 usage_idx
, reg_mask
, i
, reg_mask
);
3349 if(!(writemask
& WINED3DSP_WRITEMASK_3
)) {
3350 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", usage_idx
);
3355 case WINED3DDECLUSAGE_PSIZE
:
3356 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3359 case WINED3DDECLUSAGE_FOG
:
3360 shader_addline(&buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
3367 shader_addline(&buffer
, "}\n");
3369 } else if(ps_major
>= 3 && vs_major
>= 3) {
3370 semantics_out
= vs
->semantics_out
;
3372 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3373 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3374 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3376 /* First, sort out position and point size. Those are not passed to the pixel shader */
3377 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
3378 if (!vs
->baseShader
.reg_maps
.packed_output
[i
]) continue;
3380 usage
= semantics_out
[i
].usage
;
3381 usage_idx
= semantics_out
[i
].usage_idx
;
3382 shader_glsl_get_write_mask(&semantics_out
[i
].reg
, reg_mask
);
3385 case WINED3DDECLUSAGE_POSITION
:
3386 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3389 case WINED3DDECLUSAGE_PSIZE
:
3390 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3398 /* Then, fix the pixel shader input */
3399 handle_ps3_input(&buffer
, gl_info
, ps
->input_reg_map
,
3400 ps
->semantics_in
, &ps
->baseShader
.reg_maps
, semantics_out
, &vs
->baseShader
.reg_maps
);
3402 shader_addline(&buffer
, "}\n");
3403 } else if(ps_major
>= 3 && vs_major
< 3) {
3404 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3405 shader_addline(&buffer
, "void order_ps_input() {\n");
3406 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3407 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3408 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3410 handle_ps3_input(&buffer
, gl_info
, ps
->input_reg_map
, ps
->semantics_in
, &ps
->baseShader
.reg_maps
, NULL
, NULL
);
3411 shader_addline(&buffer
, "}\n");
3413 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major
, ps_major
);
3416 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3417 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3418 GL_EXTCALL(glShaderSourceARB(ret
, 1, (const char**)&buffer
.buffer
, NULL
));
3419 checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
3420 GL_EXTCALL(glCompileShaderARB(ret
));
3421 checkGLcall("glCompileShaderARB(ret)");
3423 shader_buffer_free(&buffer
);
3427 static void hardcode_local_constants(IWineD3DBaseShaderImpl
*shader
, const WineD3D_GL_Info
*gl_info
,
3428 GLhandleARB programId
, char prefix
)
3430 const local_constant
*lconst
;
3435 LIST_FOR_EACH_ENTRY(lconst
, &shader
->baseShader
.constantsF
, local_constant
, entry
) {
3436 value
= (const float *)lconst
->value
;
3437 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
3438 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3439 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
3441 checkGLcall("Hardcoding local constants\n");
3444 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3445 * It sets the programId on the current StateBlock (because it should be called
3446 * inside of the DrawPrimitive() part of the render loop).
3448 * If a program for the given combination does not exist, create one, and store
3449 * the program in the hash table. If it creates a program, it will link the
3450 * given objects, too.
3452 static void set_glsl_shader_program(IWineD3DDevice
*iface
, BOOL use_ps
, BOOL use_vs
) {
3453 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3454 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3455 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3456 IWineD3DPixelShader
*pshader
= This
->stateBlock
->pixelShader
;
3457 IWineD3DVertexShader
*vshader
= This
->stateBlock
->vertexShader
;
3458 struct glsl_shader_prog_link
*entry
= NULL
;
3459 GLhandleARB programId
= 0;
3460 GLhandleARB reorder_shader_id
= 0;
3463 GLhandleARB vshader_id
, pshader_id
;
3464 struct ps_compile_args ps_compile_args
;
3465 struct vs_compile_args vs_compile_args
;
3468 find_vs_compile_args((IWineD3DVertexShaderImpl
*)This
->stateBlock
->vertexShader
, This
->stateBlock
, &vs_compile_args
);
3470 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3471 memset(&vs_compile_args
, 0, sizeof(vs_compile_args
));
3474 find_ps_compile_args((IWineD3DPixelShaderImpl
*)This
->stateBlock
->pixelShader
, This
->stateBlock
, &ps_compile_args
);
3476 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3477 memset(&ps_compile_args
, 0, sizeof(ps_compile_args
));
3479 entry
= get_glsl_program_entry(priv
, vshader
, pshader
, &vs_compile_args
, &ps_compile_args
);
3481 priv
->glsl_program
= entry
;
3485 /* If we get to this point, then no matching program exists, so we create one */
3486 programId
= GL_EXTCALL(glCreateProgramObjectARB());
3487 TRACE("Created new GLSL shader program %u\n", programId
);
3489 /* Create the entry */
3490 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
3491 entry
->programId
= programId
;
3492 entry
->vshader
= vshader
;
3493 entry
->pshader
= pshader
;
3494 entry
->vs_args
= vs_compile_args
;
3495 entry
->ps_args
= ps_compile_args
;
3496 entry
->constant_version
= 0;
3497 /* Add the hash table entry */
3498 add_glsl_program_entry(priv
, entry
);
3500 /* Set the current program */
3501 priv
->glsl_program
= entry
;
3504 vshader_id
= find_gl_vshader((IWineD3DVertexShaderImpl
*) vshader
, &vs_compile_args
);
3509 /* Attach GLSL vshader */
3511 const unsigned int max_attribs
= 16; /* TODO: Will this always be the case? It is at the moment... */
3514 reorder_shader_id
= generate_param_reorder_function(vshader
, pshader
, gl_info
);
3515 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
3516 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
3517 checkGLcall("glAttachObjectARB");
3518 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3521 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
3523 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
3524 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
3525 checkGLcall("glAttachObjectARB");
3527 /* Bind vertex attributes to a corresponding index number to match
3528 * the same index numbers as ARB_vertex_programs (makes loading
3529 * vertex attributes simpler). With this method, we can use the
3530 * exact same code to load the attributes later for both ARB and
3533 * We have to do this here because we need to know the Program ID
3534 * in order to make the bindings work, and it has to be done prior
3535 * to linking the GLSL program. */
3536 for (i
= 0; i
< max_attribs
; ++i
) {
3537 if (((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.attributes
[i
]) {
3538 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%i", i
);
3539 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
3542 checkGLcall("glBindAttribLocationARB");
3544 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
3548 pshader_id
= find_gl_pshader((IWineD3DPixelShaderImpl
*) pshader
, &ps_compile_args
);
3553 /* Attach GLSL pshader */
3555 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
3556 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
3557 checkGLcall("glAttachObjectARB");
3559 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
3562 /* Link the program */
3563 TRACE("Linking GLSL shader program %u\n", programId
);
3564 GL_EXTCALL(glLinkProgramARB(programId
));
3565 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
3567 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
3568 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
3569 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
3570 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3572 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3573 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
3574 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3576 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
3577 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
3578 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
3579 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3581 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3582 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
3583 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3587 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*)pshader
)->numbumpenvmatconsts
; i
++) {
3589 sprintf(name
, "bumpenvmat%d", ((IWineD3DPixelShaderImpl
*)pshader
)->bumpenvmatconst
[i
].texunit
);
3590 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3591 sprintf(name
, "luminancescale%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3592 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3593 sprintf(name
, "luminanceoffset%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3594 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3598 if (use_ps
&& ps_compile_args
.texrect_fixup
) {
3600 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
3601 if (ps_compile_args
.texrect_fixup
& (1 << i
)) {
3602 sprintf(name
, "PsamplerRectFixup%u", i
);
3603 entry
->rectFixup_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3605 entry
->rectFixup_location
[i
] = -1;
3610 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
3611 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
3612 checkGLcall("Find glsl program uniform locations");
3615 && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.reg_maps
.shader_version
) >= 3
3616 && ((IWineD3DPixelShaderImpl
*)pshader
)->declared_in_count
> GL_LIMITS(glsl_varyings
) / 4)
3618 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
3619 entry
->vertex_color_clamp
= GL_FALSE
;
3621 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
3624 /* Set the shader to allow uniform loading on it */
3625 GL_EXTCALL(glUseProgramObjectARB(programId
));
3626 checkGLcall("glUseProgramObjectARB(programId)");
3628 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3629 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3630 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3631 * vertex shader with fixed function pixel processing is used we make sure that the card
3632 * supports enough samplers to allow the max number of vertex samplers with all possible
3633 * fixed function fragment processing setups. So once the program is linked these samplers
3637 /* Load vertex shader samplers */
3638 shader_glsl_load_vsamplers(gl_info
, This
->texUnitMap
, programId
);
3641 /* Load pixel shader samplers */
3642 shader_glsl_load_psamplers(gl_info
, This
->texUnitMap
, programId
);
3645 /* If the local constants do not have to be loaded with the environment constants,
3646 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3649 if(pshader
&& !((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.load_local_constsF
) {
3650 hardcode_local_constants((IWineD3DBaseShaderImpl
*) pshader
, gl_info
, programId
, 'P');
3652 if(vshader
&& !((IWineD3DVertexShaderImpl
*)vshader
)->baseShader
.load_local_constsF
) {
3653 hardcode_local_constants((IWineD3DBaseShaderImpl
*) vshader
, gl_info
, programId
, 'V');
3657 static GLhandleARB
create_glsl_blt_shader(const WineD3D_GL_Info
*gl_info
, enum tex_types tex_type
)
3659 GLhandleARB program_id
;
3660 GLhandleARB vshader_id
, pshader_id
;
3661 static const char *blt_vshader
[] =
3666 " gl_Position = gl_Vertex;\n"
3667 " gl_FrontColor = vec4(1.0);\n"
3668 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3672 static const char *blt_pshaders
[tex_type_count
] =
3678 "uniform sampler2D sampler;\n"
3681 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3687 "uniform samplerCube sampler;\n"
3690 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3694 "#extension GL_ARB_texture_rectangle : enable\n"
3695 "uniform sampler2DRect sampler;\n"
3698 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3702 if (!blt_pshaders
[tex_type
])
3704 FIXME("tex_type %#x not supported\n", tex_type
);
3708 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3709 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
3710 GL_EXTCALL(glCompileShaderARB(vshader_id
));
3712 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3713 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, &blt_pshaders
[tex_type
], NULL
));
3714 GL_EXTCALL(glCompileShaderARB(pshader_id
));
3716 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
3717 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
3718 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
3719 GL_EXTCALL(glLinkProgramARB(program_id
));
3721 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
3723 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3726 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
3727 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
3731 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
3732 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3733 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3734 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3735 GLhandleARB program_id
= 0;
3736 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
3738 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
3740 if (useVS
|| usePS
) set_glsl_shader_program(iface
, usePS
, useVS
);
3741 else priv
->glsl_program
= NULL
;
3743 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
3745 if (old_vertex_color_clamp
!= current_vertex_color_clamp
) {
3746 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT
)) {
3747 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
3748 checkGLcall("glClampColorARB");
3750 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3754 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
3755 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3756 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3757 checkGLcall("glUseProgramObjectARB");
3760 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
3761 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3762 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3763 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3764 GLhandleARB
*blt_program
= &priv
->depth_blt_program
[tex_type
];
3766 if (!*blt_program
) {
3768 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
);
3769 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
3770 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
3771 GL_EXTCALL(glUniform1iARB(loc
, 0));
3773 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
3777 static void shader_glsl_deselect_depth_blt(IWineD3DDevice
*iface
) {
3778 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3779 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3780 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3781 GLhandleARB program_id
;
3783 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
3784 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3786 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3787 checkGLcall("glUseProgramObjectARB");
3790 static void shader_glsl_destroy(IWineD3DBaseShader
*iface
) {
3791 const struct list
*linked_programs
;
3792 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
3793 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
3794 struct shader_glsl_priv
*priv
= device
->shader_priv
;
3795 const WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
3796 IWineD3DPixelShaderImpl
*ps
= NULL
;
3797 IWineD3DVertexShaderImpl
*vs
= NULL
;
3799 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3800 * can be called from IWineD3DBaseShader::Release
3802 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
);
3805 ps
= (IWineD3DPixelShaderImpl
*) This
;
3806 if(ps
->num_gl_shaders
== 0) return;
3807 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->pshader
== iface
)
3808 shader_glsl_select(This
->baseShader
.device
, FALSE
, FALSE
);
3810 vs
= (IWineD3DVertexShaderImpl
*) This
;
3811 if(vs
->num_gl_shaders
== 0) return;
3812 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->vshader
== iface
)
3813 shader_glsl_select(This
->baseShader
.device
, FALSE
, FALSE
);
3816 linked_programs
= &This
->baseShader
.linked_programs
;
3818 TRACE("Deleting linked programs\n");
3819 if (linked_programs
->next
) {
3820 struct glsl_shader_prog_link
*entry
, *entry2
;
3823 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
3824 delete_glsl_program_entry(priv
, gl_info
, entry
);
3827 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
3828 delete_glsl_program_entry(priv
, gl_info
, entry
);
3837 for(i
= 0; i
< ps
->num_gl_shaders
; i
++) {
3838 TRACE("deleting pshader %u\n", ps
->gl_shaders
[i
].prgId
);
3839 GL_EXTCALL(glDeleteObjectARB(ps
->gl_shaders
[i
].prgId
));
3840 checkGLcall("glDeleteObjectARB");
3843 HeapFree(GetProcessHeap(), 0, ps
->gl_shaders
);
3844 ps
->gl_shaders
= NULL
;
3845 ps
->num_gl_shaders
= 0;
3846 ps
->shader_array_size
= 0;
3851 for(i
= 0; i
< vs
->num_gl_shaders
; i
++) {
3852 TRACE("deleting vshader %u\n", vs
->gl_shaders
[i
].prgId
);
3853 GL_EXTCALL(glDeleteObjectARB(vs
->gl_shaders
[i
].prgId
));
3854 checkGLcall("glDeleteObjectARB");
3857 HeapFree(GetProcessHeap(), 0, vs
->gl_shaders
);
3858 vs
->gl_shaders
= NULL
;
3859 vs
->num_gl_shaders
= 0;
3860 vs
->shader_array_size
= 0;
3864 static unsigned int glsl_program_key_hash(const void *key
)
3866 const glsl_program_key_t
*k
= key
;
3868 unsigned int hash
= ((DWORD_PTR
) k
->vshader
) | ((DWORD_PTR
) k
->pshader
) << 16;
3869 hash
+= ~(hash
<< 15);
3870 hash
^= (hash
>> 10);
3871 hash
+= (hash
<< 3);
3872 hash
^= (hash
>> 6);
3873 hash
+= ~(hash
<< 11);
3874 hash
^= (hash
>> 16);
3879 static BOOL
glsl_program_key_compare(const void *keya
, const void *keyb
)
3881 const glsl_program_key_t
*ka
= keya
;
3882 const glsl_program_key_t
*kb
= keyb
;
3884 return ka
->vshader
== kb
->vshader
&& ka
->pshader
== kb
->pshader
&&
3885 (memcmp(&ka
->ps_args
, &kb
->ps_args
, sizeof(kb
->ps_args
)) == 0) &&
3886 (memcmp(&ka
->vs_args
, &kb
->vs_args
, sizeof(kb
->vs_args
)) == 0);
3889 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
3891 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
3892 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
3896 ERR("Failed to allocate memory\n");
3900 heap
->entries
= mem
;
3901 heap
->entries
[1].version
= 0;
3902 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
3908 static void constant_heap_free(struct constant_heap
*heap
)
3910 HeapFree(GetProcessHeap(), 0, heap
->entries
);
3913 static HRESULT
shader_glsl_alloc(IWineD3DDevice
*iface
) {
3914 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3915 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3916 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
3917 SIZE_T stack_size
= wined3d_log2i(max(GL_LIMITS(vshader_constantsF
), GL_LIMITS(pshader_constantsF
))) + 1;
3919 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
3922 ERR("Failed to allocate memory.\n");
3923 HeapFree(GetProcessHeap(), 0, priv
);
3924 return E_OUTOFMEMORY
;
3927 if (!constant_heap_init(&priv
->vconst_heap
, GL_LIMITS(vshader_constantsF
)))
3929 ERR("Failed to initialize vertex shader constant heap\n");
3930 HeapFree(GetProcessHeap(), 0, priv
->stack
);
3931 HeapFree(GetProcessHeap(), 0, priv
);
3932 return E_OUTOFMEMORY
;
3935 if (!constant_heap_init(&priv
->pconst_heap
, GL_LIMITS(pshader_constantsF
)))
3937 ERR("Failed to initialize pixel shader constant heap\n");
3938 constant_heap_free(&priv
->vconst_heap
);
3939 HeapFree(GetProcessHeap(), 0, priv
->stack
);
3940 HeapFree(GetProcessHeap(), 0, priv
);
3941 return E_OUTOFMEMORY
;
3944 priv
->glsl_program_lookup
= hash_table_create(glsl_program_key_hash
, glsl_program_key_compare
);
3945 priv
->next_constant_version
= 1;
3947 This
->shader_priv
= priv
;
3951 static void shader_glsl_free(IWineD3DDevice
*iface
) {
3952 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3953 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3954 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3957 for (i
= 0; i
< tex_type_count
; ++i
)
3959 if (priv
->depth_blt_program
[i
])
3961 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program
[i
]));
3965 hash_table_destroy(priv
->glsl_program_lookup
, NULL
, NULL
);
3966 constant_heap_free(&priv
->pconst_heap
);
3967 constant_heap_free(&priv
->vconst_heap
);
3969 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
3970 This
->shader_priv
= NULL
;
3973 static BOOL
shader_glsl_dirty_const(IWineD3DDevice
*iface
) {
3974 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3978 static GLuint
shader_glsl_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
, const struct ps_compile_args
*args
) {
3979 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
3980 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3981 CONST DWORD
*function
= This
->baseShader
.function
;
3982 const char *fragcolor
;
3983 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3985 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3986 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3988 shader_addline(buffer
, "#version 120\n");
3990 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
3991 shader_addline(buffer
, "#extension GL_ARB_draw_buffers : enable\n");
3993 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
3994 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3995 * drivers write a warning if we don't do so
3997 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
4000 /* Base Declarations */
4001 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, args
);
4003 /* Pack 3.0 inputs */
4004 if (reg_maps
->shader_version
>= WINED3DPS_VERSION(3,0) && args
->vp_mode
!= vertexshader
) {
4005 pshader_glsl_input_pack(iface
, buffer
, This
->semantics_in
, reg_maps
, args
->vp_mode
);
4008 /* Base Shader Body */
4009 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
4011 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4012 if (reg_maps
->shader_version
< WINED3DPS_VERSION(2,0))
4014 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4015 if(GL_SUPPORT(ARB_DRAW_BUFFERS
))
4016 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4018 shader_addline(buffer
, "gl_FragColor = R0;\n");
4021 if(GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
4022 fragcolor
= "gl_FragData[0]";
4024 fragcolor
= "gl_FragColor";
4026 if(args
->srgb_correction
) {
4027 shader_addline(buffer
, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
4028 fragcolor
, srgb_pow
, srgb_pow
, srgb_pow
, srgb_mul_high
, srgb_mul_high
, srgb_mul_high
,
4029 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
4030 shader_addline(buffer
, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor
);
4031 shader_addline(buffer
, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor
, fragcolor
);
4032 shader_addline(buffer
, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor
, fragcolor
);
4033 shader_addline(buffer
, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor
, fragcolor
);
4034 shader_addline(buffer
, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor
, fragcolor
);
4036 /* Pixel shader < 3.0 do not replace the fog stage.
4037 * This implements linear fog computation and blending.
4038 * TODO: non linear fog
4039 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4040 * -1/(e-s) and e/(e-s) respectively.
4042 if(reg_maps
->shader_version
< WINED3DPS_VERSION(3,0)) {
4044 case FOG_OFF
: break;
4046 shader_addline(buffer
, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4047 shader_addline(buffer
, "float fogend = gl_Fog.end * -fogstart;\n");
4048 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4049 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
4052 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4053 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4054 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4055 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
4058 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4059 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4060 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4061 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
4066 shader_addline(buffer
, "}\n");
4068 TRACE("Compiling shader object %u\n", shader_obj
);
4069 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
4070 GL_EXTCALL(glCompileShaderARB(shader_obj
));
4071 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
4073 /* Store the shader object */
4077 static GLuint
shader_glsl_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
, const struct vs_compile_args
*args
) {
4078 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
4079 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
4080 CONST DWORD
*function
= This
->baseShader
.function
;
4081 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
4083 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4084 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4086 shader_addline(buffer
, "#version 120\n");
4088 /* Base Declarations */
4089 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, NULL
);
4091 /* Base Shader Body */
4092 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
4094 /* Unpack 3.0 outputs */
4095 if (reg_maps
->shader_version
>= WINED3DVS_VERSION(3,0)) shader_addline(buffer
, "order_ps_input(OUT);\n");
4096 else shader_addline(buffer
, "order_ps_input();\n");
4098 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4099 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4100 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4101 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4103 if(args
->fog_src
== VS_FOG_Z
) {
4104 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4105 } else if (!reg_maps
->fog
) {
4106 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4109 /* Write the final position.
4111 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4112 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4113 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4114 * contains 1.0 to allow a mad.
4116 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4117 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4119 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4121 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4122 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4123 * which is the same as z = z * 2 - w.
4125 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4127 shader_addline(buffer
, "}\n");
4129 TRACE("Compiling shader object %u\n", shader_obj
);
4130 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
4131 GL_EXTCALL(glCompileShaderARB(shader_obj
));
4132 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
4137 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
4139 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4140 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4141 * vs_nv_version which is based on NV_vertex_program.
4142 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4143 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4144 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4145 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4147 if((GLINFO_LOCATION
.vs_nv_version
== VS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
4148 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4150 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4151 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps
->VertexShaderVersion
>> 8) & 0xff, pCaps
->VertexShaderVersion
& 0xff);
4152 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
4153 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
) - (MAX_CONST_B
/ 4) - MAX_CONST_I
- 1;
4155 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4156 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4157 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4158 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4159 * in max native instructions. Intel and others also offer the info in this extension but they
4160 * don't support GLSL (at least on Windows).
4162 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4163 * of instructions is 512 or less we have to do with ps2.0 hardware.
4164 * 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.
4166 if((GLINFO_LOCATION
.ps_nv_version
== PS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
4167 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4169 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4171 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
4172 * In theory the texbem instruction may need one more shader constant too. But lets assume
4173 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
4174 * and lets not take away a uniform needlessly from all other shaders.
4176 pCaps
->MaxPixelShaderConst
= GL_LIMITS(pshader_constantsF
) - (MAX_CONST_B
/ 4) - MAX_CONST_I
- 2;
4178 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4179 * Direct3D minimum requirement.
4181 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4182 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4184 * The problem is that the refrast clamps temporary results in the shader to
4185 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4186 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4187 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4188 * offer a way to query this.
4190 pCaps
->PixelShader1xMaxValue
= 8.0;
4191 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps
->PixelShaderVersion
>> 8) & 0xff, pCaps
->PixelShaderVersion
& 0xff);
4194 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
4196 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4198 TRACE("Checking support for fixup:\n");
4199 dump_color_fixup_desc(fixup
);
4202 /* We support everything except YUV conversions. */
4203 if (!is_yuv_fixup(fixup
))
4209 TRACE("[FAILED]\n");
4213 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4215 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
4216 /* WINED3DSIH_ADD */ shader_glsl_arith
,
4217 /* WINED3DSIH_BEM */ pshader_glsl_bem
,
4218 /* WINED3DSIH_BREAK */ shader_glsl_break
,
4219 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
4220 /* WINED3DSIH_BREAKP */ NULL
,
4221 /* WINED3DSIH_CALL */ shader_glsl_call
,
4222 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
4223 /* WINED3DSIH_CMP */ shader_glsl_cmp
,
4224 /* WINED3DSIH_CND */ shader_glsl_cnd
,
4225 /* WINED3DSIH_CRS */ shader_glsl_cross
,
4226 /* WINED3DSIH_DCL */ NULL
,
4227 /* WINED3DSIH_DEF */ NULL
,
4228 /* WINED3DSIH_DEFB */ NULL
,
4229 /* WINED3DSIH_DEFI */ NULL
,
4230 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add
,
4231 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
4232 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
4233 /* WINED3DSIH_DST */ shader_glsl_dst
,
4234 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
4235 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
4236 /* WINED3DSIH_ELSE */ shader_glsl_else
,
4237 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
4238 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
4239 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
4240 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
4241 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
4242 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
4243 /* WINED3DSIH_IF */ shader_glsl_if
,
4244 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
4245 /* WINED3DSIH_LABEL */ shader_glsl_label
,
4246 /* WINED3DSIH_LIT */ shader_glsl_lit
,
4247 /* WINED3DSIH_LOG */ shader_glsl_log
,
4248 /* WINED3DSIH_LOGP */ shader_glsl_log
,
4249 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
4250 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
4251 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
4252 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
4253 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
4254 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
4255 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
4256 /* WINED3DSIH_MAD */ shader_glsl_mad
,
4257 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
4258 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
4259 /* WINED3DSIH_MOV */ shader_glsl_mov
,
4260 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
4261 /* WINED3DSIH_MUL */ shader_glsl_arith
,
4262 /* WINED3DSIH_NOP */ NULL
,
4263 /* WINED3DSIH_NRM */ shader_glsl_map2gl
,
4264 /* WINED3DSIH_PHASE */ NULL
,
4265 /* WINED3DSIH_POW */ shader_glsl_pow
,
4266 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
4267 /* WINED3DSIH_REP */ shader_glsl_rep
,
4268 /* WINED3DSIH_RET */ NULL
,
4269 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
4270 /* WINED3DSIH_SETP */ NULL
,
4271 /* WINED3DSIH_SGE */ shader_glsl_compare
,
4272 /* WINED3DSIH_SGN */ shader_glsl_map2gl
,
4273 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
4274 /* WINED3DSIH_SLT */ shader_glsl_compare
,
4275 /* WINED3DSIH_SUB */ shader_glsl_arith
,
4276 /* WINED3DSIH_TEX */ pshader_glsl_tex
,
4277 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem
,
4278 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem
,
4279 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord
,
4280 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth
,
4281 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3
,
4282 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex
,
4283 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill
,
4284 /* WINED3DSIH_TEXLDD */ NULL
,
4285 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
4286 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth
,
4287 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad
,
4288 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex
,
4289 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3
,
4290 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
4291 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad
,
4292 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec
,
4293 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex
,
4294 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec
,
4295 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar
,
4296 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb
,
4297 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb
,
4300 const shader_backend_t glsl_shader_backend
= {
4301 shader_glsl_instruction_handler_table
,
4303 shader_glsl_select_depth_blt
,
4304 shader_glsl_deselect_depth_blt
,
4305 shader_glsl_update_float_vertex_constants
,
4306 shader_glsl_update_float_pixel_constants
,
4307 shader_glsl_load_constants
,
4308 shader_glsl_load_np2fixup_constants
,
4309 shader_glsl_destroy
,
4312 shader_glsl_dirty_const
,
4313 shader_glsl_generate_pshader
,
4314 shader_glsl_generate_vshader
,
4315 shader_glsl_get_caps
,
4316 shader_glsl_color_fixup_supported
,