2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 * D3D shader asm has swizzles on source parameters, and write masks for
24 * destination parameters. GLSL uses swizzles for both. The result of this is
25 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
26 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
27 * mask for the destination parameter into account.
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
37 #define GLINFO_LOCATION (*gl_info)
52 } glsl_sample_function_t
;
54 /** Prints the GLSL info log which will contain error messages if they exist */
55 void print_glsl_info_log(WineD3D_GL_Info
*gl_info
, GLhandleARB obj
) {
57 int infologLength
= 0;
60 GL_EXTCALL(glGetObjectParameterivARB(obj
,
61 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
64 /* A size of 1 is just a null-terminated string, so the log should be bigger than
65 * that if there are errors. */
66 if (infologLength
> 1)
68 infoLog
= HeapAlloc(GetProcessHeap(), 0, infologLength
);
69 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
70 FIXME("Error received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
71 HeapFree(GetProcessHeap(), 0, infoLog
);
76 * Loads (pixel shader) samplers
78 static void shader_glsl_load_psamplers(
79 WineD3D_GL_Info
*gl_info
,
80 IWineD3DStateBlock
* iface
) {
82 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
83 GLhandleARB programId
= stateBlock
->glsl_program
->programId
;
86 char sampler_name
[20];
88 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
89 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
90 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
92 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[i
];
93 if (mapped_unit
!= -1 && mapped_unit
< GL_LIMITS(fragment_samplers
)) {
94 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
95 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
96 checkGLcall("glUniform1iARB");
98 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
104 static void shader_glsl_load_vsamplers(WineD3D_GL_Info
*gl_info
, IWineD3DStateBlock
* iface
) {
105 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
106 GLhandleARB programId
= stateBlock
->glsl_program
->programId
;
107 GLhandleARB name_loc
;
108 char sampler_name
[20];
111 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
112 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
113 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
114 if (name_loc
!= -1) {
115 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ i
];
116 if (mapped_unit
!= -1 && mapped_unit
< GL_LIMITS(combined_samplers
)) {
117 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
118 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
119 checkGLcall("glUniform1iARB");
121 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
128 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
129 * When constant_list == NULL, it will load all the constants.
131 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
* This
, WineD3D_GL_Info
*gl_info
,
132 unsigned int max_constants
, float* constants
, GLhandleARB
*constant_locations
,
133 struct list
*constant_list
) {
134 constants_entry
*constant
;
135 local_constant
* lconst
;
140 if (TRACE_ON(d3d_shader
)) {
141 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
146 tmp_loc
= constant_locations
[i
];
148 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
149 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
150 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
156 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
157 if(WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1 &&
158 shader_is_pshader_version(This
->baseShader
.hex_version
)) {
161 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
166 tmp_loc
= constant_locations
[i
];
168 /* We found this uniform name in the program - go ahead and send the data */
170 if(constants
[k
+ 0] < -1.0) lcl_const
[0] = -1.0;
171 else if(constants
[k
+ 0] > 1.0) lcl_const
[0] = 1.0;
172 else lcl_const
[0] = constants
[k
+ 0];
173 if(constants
[k
+ 1] < -1.0) lcl_const
[1] = -1.0;
174 else if(constants
[k
+ 1] > 1.0) lcl_const
[1] = 1.0;
175 else lcl_const
[1] = constants
[k
+ 1];
176 if(constants
[k
+ 2] < -1.0) lcl_const
[2] = -1.0;
177 else if(constants
[k
+ 2] > 1.0) lcl_const
[2] = 1.0;
178 else lcl_const
[2] = constants
[k
+ 2];
179 if(constants
[k
+ 3] < -1.0) lcl_const
[3] = -1.0;
180 else if(constants
[k
+ 3] > 1.0) lcl_const
[3] = 1.0;
181 else lcl_const
[3] = constants
[k
+ 3];
183 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, lcl_const
));
188 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
193 tmp_loc
= constant_locations
[i
];
195 /* We found this uniform name in the program - go ahead and send the data */
196 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, constants
+ (i
* 4)));
201 checkGLcall("glUniform4fvARB()");
203 /* Load immediate constants */
204 if (TRACE_ON(d3d_shader
)) {
205 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
206 tmp_loc
= constant_locations
[lconst
->idx
];
208 GLfloat
* values
= (GLfloat
*)lconst
->value
;
209 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
210 values
[0], values
[1], values
[2], values
[3]);
214 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
215 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
216 tmp_loc
= constant_locations
[lconst
->idx
];
218 /* We found this uniform name in the program - go ahead and send the data */
219 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, (GLfloat
*)lconst
->value
));
222 checkGLcall("glUniform4fvARB()");
226 * Loads integer constants (aka uniforms) into the currently set GLSL program.
227 * When @constants_set == NULL, it will load all the constants.
229 static void shader_glsl_load_constantsI(
230 IWineD3DBaseShaderImpl
* This
,
231 WineD3D_GL_Info
*gl_info
,
232 GLhandleARB programId
,
233 unsigned max_constants
,
235 BOOL
* constants_set
) {
240 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
241 const char* prefix
= is_pshader
? "PI":"VI";
244 for (i
=0; i
<max_constants
; ++i
) {
245 if (NULL
== constants_set
|| constants_set
[i
]) {
247 TRACE_(d3d_constants
)("Loading constants %i: %i, %i, %i, %i\n",
248 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
250 /* TODO: Benchmark and see if it would be beneficial to store the
251 * locations of the constants to avoid looking up each time */
252 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
253 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
255 /* We found this uniform name in the program - go ahead and send the data */
256 GL_EXTCALL(glUniform4ivARB(tmp_loc
, 1, &constants
[i
*4]));
257 checkGLcall("glUniform4ivARB");
262 /* Load immediate constants */
263 ptr
= list_head(&This
->baseShader
.constantsI
);
265 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
266 unsigned int idx
= lconst
->idx
;
267 GLint
* values
= (GLint
*) lconst
->value
;
269 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
270 values
[0], values
[1], values
[2], values
[3]);
272 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
273 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
275 /* We found this uniform name in the program - go ahead and send the data */
276 GL_EXTCALL(glUniform4ivARB(tmp_loc
, 1, values
));
277 checkGLcall("glUniform4ivARB");
279 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
284 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
285 * When @constants_set == NULL, it will load all the constants.
287 static void shader_glsl_load_constantsB(
288 IWineD3DBaseShaderImpl
* This
,
289 WineD3D_GL_Info
*gl_info
,
290 GLhandleARB programId
,
291 unsigned max_constants
,
293 BOOL
* constants_set
) {
298 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
299 const char* prefix
= is_pshader
? "PB":"VB";
302 for (i
=0; i
<max_constants
; ++i
) {
303 if (NULL
== constants_set
|| constants_set
[i
]) {
305 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
*4]);
307 /* TODO: Benchmark and see if it would be beneficial to store the
308 * locations of the constants to avoid looking up each time */
309 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
310 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
312 /* We found this uniform name in the program - go ahead and send the data */
313 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
*4]));
314 checkGLcall("glUniform1ivARB");
319 /* Load immediate constants */
320 ptr
= list_head(&This
->baseShader
.constantsB
);
322 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
323 unsigned int idx
= lconst
->idx
;
324 GLint
* values
= (GLint
*) lconst
->value
;
326 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
328 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
329 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
331 /* We found this uniform name in the program - go ahead and send the data */
332 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
333 checkGLcall("glUniform1ivARB");
335 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
342 * Loads the app-supplied constants into the currently set GLSL program.
344 void shader_glsl_load_constants(
345 IWineD3DDevice
* device
,
347 char useVertexShader
) {
349 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
350 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
351 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
353 GLhandleARB
*constant_locations
;
354 struct list
*constant_list
;
355 GLhandleARB programId
;
358 if (!stateBlock
->glsl_program
) {
359 /* No GLSL program set - nothing to do. */
362 programId
= stateBlock
->glsl_program
->programId
;
364 if (useVertexShader
) {
365 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
368 constant_locations
= stateBlock
->glsl_program
->vuniformF_locations
;
369 constant_list
= &stateBlock
->set_vconstantsF
;
371 /* Load vertex shader samplers */
372 shader_glsl_load_vsamplers(gl_info
, (IWineD3DStateBlock
*)stateBlock
);
374 /* Load DirectX 9 float constants/uniforms for vertex shader */
375 shader_glsl_load_constantsF(vshader
, gl_info
, GL_LIMITS(vshader_constantsF
),
376 stateBlock
->vertexShaderConstantF
, constant_locations
, constant_list
);
378 /* Load DirectX 9 integer constants/uniforms for vertex shader */
379 shader_glsl_load_constantsI(vshader
, gl_info
, programId
, MAX_CONST_I
,
380 stateBlock
->vertexShaderConstantI
,
381 stateBlock
->changed
.vertexShaderConstantsI
);
383 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
384 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, MAX_CONST_B
,
385 stateBlock
->vertexShaderConstantB
,
386 stateBlock
->changed
.vertexShaderConstantsB
);
388 /* Upload the position fixup params */
389 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
390 checkGLcall("glGetUniformLocationARB");
391 GL_EXTCALL(glUniform4fvARB(pos
, 1, &deviceImpl
->posFixup
[0]));
392 checkGLcall("glUniform4fvARB");
395 if (usePixelShader
) {
397 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
399 constant_locations
= stateBlock
->glsl_program
->puniformF_locations
;
400 constant_list
= &stateBlock
->set_pconstantsF
;
402 /* Load pixel shader samplers */
403 shader_glsl_load_psamplers(gl_info
, (IWineD3DStateBlock
*) stateBlock
);
405 /* Load DirectX 9 float constants/uniforms for pixel shader */
406 shader_glsl_load_constantsF(pshader
, gl_info
, GL_LIMITS(pshader_constantsF
),
407 stateBlock
->pixelShaderConstantF
, constant_locations
, constant_list
);
409 /* Load DirectX 9 integer constants/uniforms for pixel shader */
410 shader_glsl_load_constantsI(pshader
, gl_info
, programId
, MAX_CONST_I
,
411 stateBlock
->pixelShaderConstantI
,
412 stateBlock
->changed
.pixelShaderConstantsI
);
414 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
415 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, MAX_CONST_B
,
416 stateBlock
->pixelShaderConstantB
,
417 stateBlock
->changed
.pixelShaderConstantsB
);
419 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
420 * It can't be 0 for a valid texbem instruction.
422 if(((IWineD3DPixelShaderImpl
*) pshader
)->needsbumpmat
!= -1) {
423 float *data
= (float *) &stateBlock
->textureState
[(int) ((IWineD3DPixelShaderImpl
*) pshader
)->needsbumpmat
][WINED3DTSS_BUMPENVMAT00
];
424 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "bumpenvmat"));
425 checkGLcall("glGetUniformLocationARB");
426 GL_EXTCALL(glUniformMatrix2fvARB(pos
, 1, 0, data
));
427 checkGLcall("glUniformMatrix2fvARB");
429 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
430 * is set too, so we can check that in the needsbumpmat check
432 if(((IWineD3DPixelShaderImpl
*) pshader
)->baseShader
.reg_maps
.luminanceparams
!= -1) {
433 int stage
= ((IWineD3DPixelShaderImpl
*) pshader
)->baseShader
.reg_maps
.luminanceparams
;
434 GLfloat
*scale
= (GLfloat
*) &stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
];
435 GLfloat
*offset
= (GLfloat
*) &stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
];
437 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "luminancescale"));
438 checkGLcall("glGetUniformLocationARB");
439 GL_EXTCALL(glUniform1fvARB(pos
, 1, scale
));
440 checkGLcall("glUniform1fvARB");
441 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "luminanceoffset"));
442 checkGLcall("glGetUniformLocationARB");
443 GL_EXTCALL(glUniform1fvARB(pos
, 1, offset
));
444 checkGLcall("glUniform1fvARB");
446 } else if(((IWineD3DPixelShaderImpl
*) pshader
)->srgb_enabled
&&
447 !((IWineD3DPixelShaderImpl
*) pshader
)->srgb_mode_hardcoded
) {
451 if(stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
452 comparison
[0] = srgb_cmp
; comparison
[1] = srgb_cmp
;
453 comparison
[2] = srgb_cmp
; comparison
[3] = srgb_cmp
;
455 mul_low
[0] = srgb_mul_low
; mul_low
[1] = srgb_mul_low
;
456 mul_low
[2] = srgb_mul_low
; mul_low
[3] = srgb_mul_low
;
458 comparison
[0] = 1.0 / 0.0; comparison
[1] = 1.0 / 0.0;
459 comparison
[2] = 1.0 / 0.0; comparison
[3] = 1.0 / 0.0;
461 mul_low
[0] = 1.0; mul_low
[1] = 1.0;
462 mul_low
[2] = 1.0; mul_low
[3] = 1.0;
465 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "srgb_comparison"));
466 checkGLcall("glGetUniformLocationARB");
467 GL_EXTCALL(glUniform4fvARB(pos
, 1, comparison
));
468 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "srgb_mul_low"));
469 checkGLcall("glGetUniformLocationARB");
470 GL_EXTCALL(glUniform4fvARB(pos
, 1, mul_low
));
472 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
473 float correction_params
[4];
474 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
475 checkGLcall("glGetUniformLocationARB");
476 if(deviceImpl
->render_offscreen
) {
477 correction_params
[0] = 0.0;
478 correction_params
[1] = 1.0;
480 /* position is window relative, not viewport relative */
481 correction_params
[0] = ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
482 correction_params
[1] = -1.0;
484 GL_EXTCALL(glUniform4fvARB(pos
, 1, correction_params
));
489 /** Generate the variable & register declarations for the GLSL output target */
490 void shader_generate_glsl_declarations(
491 IWineD3DBaseShader
*iface
,
492 shader_reg_maps
* reg_maps
,
493 SHADER_BUFFER
* buffer
,
494 WineD3D_GL_Info
* gl_info
) {
496 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
497 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
499 unsigned int extra_constants_needed
= 0;
501 /* There are some minor differences between pixel and vertex shaders */
502 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
503 char prefix
= pshader
? 'P' : 'V';
505 /* Prototype the subroutines */
506 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
507 if (reg_maps
->labels
[i
])
508 shader_addline(buffer
, "void subroutine%lu();\n", i
);
511 /* Declare the constants (aka uniforms) */
512 if (This
->baseShader
.limits
.constant_float
> 0) {
513 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
514 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
515 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
518 if (This
->baseShader
.limits
.constant_int
> 0)
519 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
521 if (This
->baseShader
.limits
.constant_bool
> 0)
522 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
525 shader_addline(buffer
, "uniform vec4 posFixup;\n");
527 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
529 if(reg_maps
->bumpmat
!= -1) {
530 shader_addline(buffer
, "uniform mat2 bumpenvmat;\n");
531 if(reg_maps
->luminanceparams
) {
532 shader_addline(buffer
, "uniform float luminancescale;\n");
533 shader_addline(buffer
, "uniform float luminanceoffset;\n");
534 extra_constants_needed
++;
536 extra_constants_needed
++;
539 if(device
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
540 ps_impl
->srgb_enabled
= 1;
541 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
542 shader_addline(buffer
, "uniform vec4 srgb_mul_low;\n");
543 shader_addline(buffer
, "uniform vec4 srgb_comparison;\n");
544 ps_impl
->srgb_mode_hardcoded
= 0;
545 extra_constants_needed
++;
547 ps_impl
->srgb_mode_hardcoded
= 1;
548 shader_addline(buffer
, "const vec4 srgb_mul_low = {%f, %f, %f, %f};\n",
549 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
550 shader_addline(buffer
, "const vec4 srgb_comparison = {%f, %f, %f, %f};\n",
551 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
554 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
556 /* Do not write any srgb fixup into the shader to save shader size and processing time.
557 * As a consequence, we can't toggle srgb write on without recompilation
559 ps_impl
->srgb_enabled
= 0;
560 ps_impl
->srgb_mode_hardcoded
= 1;
563 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
564 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
565 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
566 extra_constants_needed
++;
568 /* This happens because we do not have proper tracking of the constant registers that are
569 * actually used, only the max limit of the shader version
571 FIXME("Cannot find a free uniform for vpos correction params\n");
572 shader_addline(buffer
, "const vec4 ycorrection = {%f, %f, 0.0, 0.0};\n",
573 device
->render_offscreen
? 0.0 : ((IWineD3DSurfaceImpl
*) device
->render_targets
[0])->currentDesc
.Height
,
574 device
->render_offscreen
? 1.0 : -1.0);
576 shader_addline(buffer
, "vec4 vpos;\n");
580 /* Declare texture samplers */
581 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
582 if (reg_maps
->samplers
[i
]) {
584 DWORD stype
= reg_maps
->samplers
[i
] & WINED3DSP_TEXTURETYPE_MASK
;
588 shader_addline(buffer
, "uniform sampler1D %csampler%lu;\n", prefix
, i
);
591 shader_addline(buffer
, "uniform sampler2D %csampler%lu;\n", prefix
, i
);
593 case WINED3DSTT_CUBE
:
594 shader_addline(buffer
, "uniform samplerCube %csampler%lu;\n", prefix
, i
);
596 case WINED3DSTT_VOLUME
:
597 shader_addline(buffer
, "uniform sampler3D %csampler%lu;\n", prefix
, i
);
600 shader_addline(buffer
, "uniform unsupported_sampler %csampler%lu;\n", prefix
, i
);
601 FIXME("Unrecognized sampler type: %#x\n", stype
);
607 /* Declare address variables */
608 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
609 if (reg_maps
->address
[i
])
610 shader_addline(buffer
, "ivec4 A%d;\n", i
);
613 /* Declare texture coordinate temporaries and initialize them */
614 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
615 if (reg_maps
->texcoord
[i
])
616 shader_addline(buffer
, "vec4 T%lu = gl_TexCoord[%lu];\n", i
, i
);
619 /* Declare input register temporaries */
620 for (i
=0; i
< This
->baseShader
.limits
.packed_input
; i
++) {
621 if (reg_maps
->packed_input
[i
])
622 shader_addline(buffer
, "vec4 IN%lu;\n", i
);
625 /* Declare output register temporaries */
626 for (i
= 0; i
< This
->baseShader
.limits
.packed_output
; i
++) {
627 if (reg_maps
->packed_output
[i
])
628 shader_addline(buffer
, "vec4 OUT%lu;\n", i
);
631 /* Declare temporary variables */
632 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
633 if (reg_maps
->temporary
[i
])
634 shader_addline(buffer
, "vec4 R%lu;\n", i
);
637 /* Declare attributes */
638 for (i
= 0; i
< This
->baseShader
.limits
.attributes
; i
++) {
639 if (reg_maps
->attributes
[i
])
640 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
643 /* Declare loop register aL */
644 if (reg_maps
->loop
) {
645 shader_addline(buffer
, "int aL;\n");
646 shader_addline(buffer
, "int tmpInt;\n");
649 /* Temporary variables for matrix operations */
650 shader_addline(buffer
, "vec4 tmp0;\n");
651 shader_addline(buffer
, "vec4 tmp1;\n");
653 /* Start the main program */
654 shader_addline(buffer
, "void main() {\n");
655 if(pshader
&& reg_maps
->vpos
) {
656 shader_addline(buffer
, "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1) - 0.5;\n");
660 /*****************************************************************************
661 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
663 * For more information, see http://wiki.winehq.org/DirectX-Shaders
664 ****************************************************************************/
667 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
668 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
);
670 /** Used for opcode modifiers - They multiply the result by the specified amount */
671 static const char * const shift_glsl_tab
[] = {
673 "2.0 * ", /* 1 (x2) */
674 "4.0 * ", /* 2 (x4) */
675 "8.0 * ", /* 3 (x8) */
676 "16.0 * ", /* 4 (x16) */
677 "32.0 * ", /* 5 (x32) */
684 "0.0625 * ", /* 12 (d16) */
685 "0.125 * ", /* 13 (d8) */
686 "0.25 * ", /* 14 (d4) */
687 "0.5 * " /* 15 (d2) */
690 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
691 static void shader_glsl_gen_modifier (
694 const char *in_regswizzle
,
699 if (instr
== WINED3DSIO_TEXKILL
)
702 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
703 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
705 case WINED3DSPSM_NONE
:
706 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
708 case WINED3DSPSM_NEG
:
709 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
711 case WINED3DSPSM_NOT
:
712 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
714 case WINED3DSPSM_BIAS
:
715 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
717 case WINED3DSPSM_BIASNEG
:
718 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
720 case WINED3DSPSM_SIGN
:
721 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
723 case WINED3DSPSM_SIGNNEG
:
724 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
726 case WINED3DSPSM_COMP
:
727 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
730 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
732 case WINED3DSPSM_X2NEG
:
733 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
735 case WINED3DSPSM_ABS
:
736 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
738 case WINED3DSPSM_ABSNEG
:
739 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
742 FIXME("Unhandled modifier %u\n", (instr
& WINED3DSP_SRCMOD_MASK
));
743 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
747 /** Writes the GLSL variable name that corresponds to the register that the
748 * DX opcode parameter is trying to access */
749 static void shader_glsl_get_register_name(
751 const DWORD addr_token
,
754 SHADER_OPCODE_ARG
* arg
) {
756 /* oPos, oFog and oPts in D3D */
757 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
759 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
760 DWORD regtype
= shader_get_regtype(param
);
761 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
762 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
763 WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
765 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
771 case WINED3DSPR_TEMP
:
772 sprintf(tmpStr
, "R%u", reg
);
774 case WINED3DSPR_INPUT
:
776 /* Pixel shaders >= 3.0 */
777 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
778 sprintf(tmpStr
, "IN%u", reg
);
781 strcpy(tmpStr
, "gl_Color");
783 strcpy(tmpStr
, "gl_SecondaryColor");
786 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
788 sprintf(tmpStr
, "attrib%u", reg
);
791 case WINED3DSPR_CONST
:
793 const char* prefix
= pshader
? "PC":"VC";
795 /* Relative addressing */
796 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
798 /* Relative addressing on shaders 2.0+ have a relative address token,
799 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
800 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2) {
801 glsl_src_param_t rel_param
;
802 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
803 sprintf(tmpStr
, "%s[%s + %u]", prefix
, rel_param
.param_str
, reg
);
805 sprintf(tmpStr
, "%s[A0.x + %u]", prefix
, reg
);
808 sprintf(tmpStr
, "%s[%u]", prefix
, reg
);
812 case WINED3DSPR_CONSTINT
:
814 sprintf(tmpStr
, "PI[%u]", reg
);
816 sprintf(tmpStr
, "VI[%u]", reg
);
818 case WINED3DSPR_CONSTBOOL
:
820 sprintf(tmpStr
, "PB[%u]", reg
);
822 sprintf(tmpStr
, "VB[%u]", reg
);
824 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
826 sprintf(tmpStr
, "T%u", reg
);
828 sprintf(tmpStr
, "A%u", reg
);
831 case WINED3DSPR_LOOP
:
832 sprintf(tmpStr
, "aL");
834 case WINED3DSPR_SAMPLER
:
836 sprintf(tmpStr
, "Psampler%u", reg
);
838 sprintf(tmpStr
, "Vsampler%u", reg
);
840 case WINED3DSPR_COLOROUT
:
841 if (reg
>= GL_LIMITS(buffers
)) {
842 WARN("Write to render target %u, only %d supported\n", reg
, 4);
844 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
845 sprintf(tmpStr
, "gl_FragData[%u]", reg
);
846 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
847 sprintf(tmpStr
, "gl_FragColor");
850 case WINED3DSPR_RASTOUT
:
851 sprintf(tmpStr
, "%s", hwrastout_reg_names
[reg
]);
853 case WINED3DSPR_DEPTHOUT
:
854 sprintf(tmpStr
, "gl_FragDepth");
856 case WINED3DSPR_ATTROUT
:
858 sprintf(tmpStr
, "gl_FrontColor");
860 sprintf(tmpStr
, "gl_FrontSecondaryColor");
863 case WINED3DSPR_TEXCRDOUT
:
864 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
865 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
866 sprintf(tmpStr
, "OUT%u", reg
);
868 sprintf(tmpStr
, "gl_TexCoord[%u]", reg
);
870 case WINED3DSPR_MISCTYPE
:
873 sprintf(tmpStr
, "vpos");
875 /* gl_FrontFacing could be used for vFace, but note that
876 * gl_FrontFacing is a bool, while vFace is a float for
877 * which the sign determines front/back */
878 FIXME("Unhandled misctype register %d\n", reg
);
879 sprintf(tmpStr
, "unrecognized_register");
883 FIXME("Unhandled register name Type(%d)\n", regtype
);
884 sprintf(tmpStr
, "unrecognized_register");
888 strcat(regstr
, tmpStr
);
891 /* Get the GLSL write mask for the destination register */
892 static DWORD
shader_glsl_get_write_mask(const DWORD param
, char *write_mask
) {
893 char *ptr
= write_mask
;
894 DWORD mask
= param
& WINED3DSP_WRITEMASK_ALL
;
896 if (shader_is_scalar(param
)) {
897 mask
= WINED3DSP_WRITEMASK_0
;
900 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
901 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
902 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
903 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
911 static size_t shader_glsl_get_write_mask_size(DWORD write_mask
) {
914 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
915 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
916 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
917 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
922 static void shader_glsl_get_swizzle(const DWORD param
, BOOL fixup
, DWORD mask
, char *swizzle_str
) {
923 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
924 * but addressed as "rgba". To fix this we need to swap the register's x
925 * and z components. */
926 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
927 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
928 char *ptr
= swizzle_str
;
930 if (!shader_is_scalar(param
)) {
932 /* swizzle bits fields: wwzzyyxx */
933 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = swizzle_chars
[swizzle
& 0x03];
934 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
935 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
936 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
942 /* From a given parameter token, generate the corresponding GLSL string.
943 * Also, return the actual register name and swizzle in case the
944 * caller needs this information as well. */
945 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
946 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
) {
947 BOOL is_color
= FALSE
;
950 src_param
->reg_name
[0] = '\0';
951 src_param
->param_str
[0] = '\0';
952 swizzle_str
[0] = '\0';
954 shader_glsl_get_register_name(param
, addr_token
, src_param
->reg_name
, &is_color
, arg
);
956 shader_glsl_get_swizzle(param
, is_color
, mask
, swizzle_str
);
957 shader_glsl_gen_modifier(param
, src_param
->reg_name
, swizzle_str
, src_param
->param_str
);
960 /* From a given parameter token, generate the corresponding GLSL string.
961 * Also, return the actual register name and swizzle in case the
962 * caller needs this information as well. */
963 static DWORD
shader_glsl_add_dst_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
964 const DWORD addr_token
, glsl_dst_param_t
*dst_param
) {
965 BOOL is_color
= FALSE
;
967 dst_param
->mask_str
[0] = '\0';
968 dst_param
->reg_name
[0] = '\0';
970 shader_glsl_get_register_name(param
, addr_token
, dst_param
->reg_name
, &is_color
, arg
);
971 return shader_glsl_get_write_mask(param
, dst_param
->mask_str
);
974 /* Append the destination part of the instruction to the buffer, return the effective write mask */
975 static DWORD
shader_glsl_append_dst_ext(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
, const DWORD param
) {
976 glsl_dst_param_t dst_param
;
980 mask
= shader_glsl_add_dst_param(arg
, param
, arg
->dst_addr
, &dst_param
);
983 shift
= (param
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
984 shader_addline(buffer
, "%s%s = %s(", dst_param
.reg_name
, dst_param
.mask_str
, shift_glsl_tab
[shift
]);
990 /* Append the destination part of the instruction to the buffer, return the effective write mask */
991 static DWORD
shader_glsl_append_dst(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
) {
992 return shader_glsl_append_dst_ext(buffer
, arg
, arg
->dst
);
995 /** Process GLSL instruction modifiers */
996 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
* arg
) {
998 DWORD mask
= arg
->dst
& WINED3DSP_DSTMOD_MASK
;
1000 if (arg
->opcode
->dst_token
&& mask
!= 0) {
1001 glsl_dst_param_t dst_param
;
1003 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
1005 if (mask
& WINED3DSPDM_SATURATE
) {
1006 /* _SAT means to clamp the value of the register to between 0 and 1 */
1007 shader_addline(arg
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1008 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1010 if (mask
& WINED3DSPDM_MSAMPCENTROID
) {
1011 FIXME("_centroid modifier not handled\n");
1013 if (mask
& WINED3DSPDM_PARTIALPRECISION
) {
1014 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1019 static inline const char* shader_get_comp_op(
1020 const DWORD opcode
) {
1022 DWORD op
= (opcode
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
1024 case COMPARISON_GT
: return ">";
1025 case COMPARISON_EQ
: return "==";
1026 case COMPARISON_GE
: return ">=";
1027 case COMPARISON_LT
: return "<";
1028 case COMPARISON_NE
: return "!=";
1029 case COMPARISON_LE
: return "<=";
1031 FIXME("Unrecognized comparison value: %u\n", op
);
1036 static void shader_glsl_get_sample_function(DWORD sampler_type
, BOOL projected
, glsl_sample_function_t
*sample_function
) {
1037 /* Note that there's no such thing as a projected cube texture. */
1038 switch(sampler_type
) {
1040 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1041 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1044 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1045 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1047 case WINED3DSTT_CUBE
:
1048 sample_function
->name
= "textureCube";
1049 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1051 case WINED3DSTT_VOLUME
:
1052 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1053 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1056 sample_function
->name
= "";
1057 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1062 static void shader_glsl_color_correction(SHADER_OPCODE_ARG
* arg
) {
1063 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1064 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
1065 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
1066 glsl_dst_param_t dst_param
;
1067 glsl_dst_param_t dst_param2
;
1069 WINED3DFORMAT conversion_group
;
1070 IWineD3DBaseTextureImpl
*texture
;
1071 DWORD mask
, mask_size
;
1073 BOOL recorded
= FALSE
;
1075 DWORD hex_version
= shader
->baseShader
.hex_version
;
1077 switch(arg
->opcode
->opcode
) {
1078 case WINED3DSIO_TEX
:
1079 if (hex_version
< WINED3DPS_VERSION(2,0)) {
1080 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1082 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1086 case WINED3DSIO_TEXLDL
:
1087 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
1090 case WINED3DSIO_TEXDP3TEX
:
1091 case WINED3DSIO_TEXM3x3TEX
:
1092 case WINED3DSIO_TEXM3x3SPEC
:
1093 case WINED3DSIO_TEXM3x3VSPEC
:
1094 case WINED3DSIO_TEXBEM
:
1095 case WINED3DSIO_TEXREG2AR
:
1096 case WINED3DSIO_TEXREG2GB
:
1097 case WINED3DSIO_TEXREG2RGB
:
1098 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1102 /* Not a texture sampling instruction, nothing to do */
1106 texture
= (IWineD3DBaseTextureImpl
*) deviceImpl
->stateBlock
->textures
[sampler_idx
];
1108 fmt
= texture
->resource
.format
;
1109 conversion_group
= texture
->baseTexture
.shader_conversion_group
;
1111 fmt
= WINED3DFMT_UNKNOWN
;
1112 conversion_group
= WINED3DFMT_UNKNOWN
;
1115 /* before doing anything, record the sampler with the format in the format conversion list,
1116 * but check if it's not there already
1118 for(i
= 0; i
< shader
->baseShader
.num_sampled_samplers
; i
++) {
1119 if(shader
->baseShader
.sampled_samplers
[i
] == sampler_idx
) {
1125 shader
->baseShader
.sampled_samplers
[shader
->baseShader
.num_sampled_samplers
] = sampler_idx
;
1126 shader
->baseShader
.num_sampled_samplers
++;
1127 shader
->baseShader
.sampled_format
[sampler_idx
] = conversion_group
;
1131 case WINED3DFMT_V8U8
:
1132 case WINED3DFMT_V16U16
:
1133 if(GL_SUPPORT(NV_TEXTURE_SHADER
) ||
1134 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP
) && fmt
== WINED3DFMT_V8U8
)) {
1135 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
1136 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_2
, &dst_param
);
1137 mask_size
= shader_glsl_get_write_mask_size(mask
);
1138 if(mask_size
>= 3) {
1139 shader_addline(arg
->buffer
, "%s.%c = 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
[3]);
1142 /* Correct the sign, but leave the blue as it is - it was loaded correctly already */
1143 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
,
1144 WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
,
1146 mask_size
= shader_glsl_get_write_mask_size(mask
);
1147 if(mask_size
>= 2) {
1148 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1149 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2],
1150 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2]);
1151 } else if(mask_size
== 1) {
1152 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
[1],
1153 dst_param
.reg_name
, dst_param
.mask_str
[1]);
1158 case WINED3DFMT_X8L8V8U8
:
1159 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1160 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
1161 * and a(X) is always 1.0
1163 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &dst_param
);
1164 mask_size
= shader_glsl_get_write_mask_size(mask
);
1165 if(mask_size
>= 2) {
1166 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1167 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2],
1168 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2]);
1169 } else if(mask_size
== 1) {
1170 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1171 dst_param
.reg_name
, dst_param
.mask_str
[1],
1172 dst_param
.reg_name
, dst_param
.mask_str
[1]);
1177 case WINED3DFMT_L6V5U5
:
1178 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1179 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &dst_param
);
1180 mask_size
= shader_glsl_get_write_mask_size(mask
);
1181 shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_2
, &dst_param2
);
1182 if(mask_size
>= 3) {
1183 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
1184 shader_addline(arg
->buffer
, "tmp0.g = %s.%c;\n",
1185 dst_param
.reg_name
, dst_param
.mask_str
[2]);
1186 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1187 dst_param
.reg_name
, dst_param
.mask_str
[2], dst_param
.mask_str
[1],
1188 dst_param2
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[3]);
1189 shader_addline(arg
->buffer
, "%s.%c = tmp0.g;\n", dst_param
.reg_name
,
1190 dst_param
.mask_str
[3]);
1191 } else if(mask_size
== 2) {
1192 /* This is bad: We have VL, but we need VU */
1193 FIXME("2 components sampled from a converted L6V5U5 texture\n");
1195 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1196 dst_param
.reg_name
, dst_param
.mask_str
[1],
1197 dst_param2
.reg_name
, dst_param
.mask_str
[1]);
1202 case WINED3DFMT_Q8W8V8U8
:
1203 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1204 /* Correct the sign in all channels. The writemask just applies as-is, no
1205 * need for checking the mask size
1207 shader_glsl_add_dst_param(arg
, arg
->dst
,
1208 WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
|
1209 WINED3DSP_WRITEMASK_2
| WINED3DSP_WRITEMASK_3
,
1211 shader_addline(arg
->buffer
, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
,
1212 dst_param
.reg_name
, dst_param
.mask_str
);
1216 /* stupid compiler */
1222 /*****************************************************************************
1224 * Begin processing individual instruction opcodes
1226 ****************************************************************************/
1228 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1229 void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
) {
1230 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1231 SHADER_BUFFER
* buffer
= arg
->buffer
;
1232 glsl_src_param_t src0_param
;
1233 glsl_src_param_t src1_param
;
1237 /* Determine the GLSL operator to use based on the opcode */
1238 switch (curOpcode
->opcode
) {
1239 case WINED3DSIO_MUL
: op
= '*'; break;
1240 case WINED3DSIO_ADD
: op
= '+'; break;
1241 case WINED3DSIO_SUB
: op
= '-'; break;
1244 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1248 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1249 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1250 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1251 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
1254 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1255 void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
) {
1256 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1257 SHADER_BUFFER
* buffer
= arg
->buffer
;
1258 glsl_src_param_t src0_param
;
1261 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1262 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1264 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1265 * shader versions WINED3DSIO_MOVA is used for this. */
1266 if ((WINED3DSHADER_VERSION_MAJOR(shader
->baseShader
.hex_version
) == 1 &&
1267 !shader_is_pshader_version(shader
->baseShader
.hex_version
) &&
1268 shader_get_regtype(arg
->dst
) == WINED3DSPR_ADDR
) ||
1269 arg
->opcode
->opcode
== WINED3DSIO_MOVA
) {
1270 /* We need to *round* to the nearest int here. */
1271 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1272 if (mask_size
> 1) {
1273 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
);
1275 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1278 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
1282 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1283 void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
) {
1284 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1285 SHADER_BUFFER
* buffer
= arg
->buffer
;
1286 glsl_src_param_t src0_param
;
1287 glsl_src_param_t src1_param
;
1288 DWORD dst_write_mask
, src_write_mask
;
1289 size_t dst_size
= 0;
1291 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1292 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1294 /* dp3 works on vec3, dp4 on vec4 */
1295 if (curOpcode
->opcode
== WINED3DSIO_DP4
) {
1296 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
1298 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1301 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_write_mask
, &src0_param
);
1302 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_write_mask
, &src1_param
);
1305 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1307 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1311 /* Note that this instruction has some restrictions. The destination write mask
1312 * can't contain the w component, and the source swizzles have to be .xyzw */
1313 void shader_glsl_cross(SHADER_OPCODE_ARG
*arg
) {
1314 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1315 glsl_src_param_t src0_param
;
1316 glsl_src_param_t src1_param
;
1319 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1320 shader_glsl_append_dst(arg
->buffer
, arg
);
1321 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1322 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
1323 shader_addline(arg
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
1326 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1327 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1328 * GLSL uses the value as-is. */
1329 void shader_glsl_pow(SHADER_OPCODE_ARG
*arg
) {
1330 SHADER_BUFFER
*buffer
= arg
->buffer
;
1331 glsl_src_param_t src0_param
;
1332 glsl_src_param_t src1_param
;
1333 DWORD dst_write_mask
;
1336 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1337 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1339 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1340 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1343 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1345 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1349 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1350 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1351 * GLSL uses the value as-is. */
1352 void shader_glsl_log(SHADER_OPCODE_ARG
*arg
) {
1353 SHADER_BUFFER
*buffer
= arg
->buffer
;
1354 glsl_src_param_t src0_param
;
1355 DWORD dst_write_mask
;
1358 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1359 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1361 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1364 shader_addline(buffer
, "vec%d(log2(abs(%s))));\n", dst_size
, src0_param
.param_str
);
1366 shader_addline(buffer
, "log2(abs(%s)));\n", src0_param
.param_str
);
1370 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1371 void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
) {
1372 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1373 SHADER_BUFFER
* buffer
= arg
->buffer
;
1374 glsl_src_param_t src_param
;
1375 const char *instruction
;
1376 char arguments
[256];
1380 /* Determine the GLSL function to use based on the opcode */
1381 /* TODO: Possibly make this a table for faster lookups */
1382 switch (curOpcode
->opcode
) {
1383 case WINED3DSIO_MIN
: instruction
= "min"; break;
1384 case WINED3DSIO_MAX
: instruction
= "max"; break;
1385 case WINED3DSIO_ABS
: instruction
= "abs"; break;
1386 case WINED3DSIO_FRC
: instruction
= "fract"; break;
1387 case WINED3DSIO_NRM
: instruction
= "normalize"; break;
1388 case WINED3DSIO_LOGP
:
1389 case WINED3DSIO_LOG
: instruction
= "log2"; break;
1390 case WINED3DSIO_EXP
: instruction
= "exp2"; break;
1391 case WINED3DSIO_SGN
: instruction
= "sign"; break;
1392 case WINED3DSIO_DSX
: instruction
= "dFdx"; break;
1393 case WINED3DSIO_DSY
: instruction
= "dFdy"; break;
1394 default: instruction
= "";
1395 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1399 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1401 arguments
[0] = '\0';
1402 if (curOpcode
->num_params
> 0) {
1403 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src_param
);
1404 strcat(arguments
, src_param
.param_str
);
1405 for (i
= 2; i
< curOpcode
->num_params
; ++i
) {
1406 strcat(arguments
, ", ");
1407 shader_glsl_add_src_param(arg
, arg
->src
[i
-1], arg
->src_addr
[i
-1], write_mask
, &src_param
);
1408 strcat(arguments
, src_param
.param_str
);
1412 shader_addline(buffer
, "%s(%s));\n", instruction
, arguments
);
1415 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1416 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1417 * dst.x = 2^(floor(src))
1418 * dst.y = src - floor(src)
1419 * dst.z = 2^src (partial precision is allowed, but optional)
1421 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1422 * dst = 2^src; (partial precision is allowed, but optional)
1424 void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
) {
1425 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1426 glsl_src_param_t src_param
;
1428 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
1430 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
1433 shader_addline(arg
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
1434 shader_addline(arg
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
1435 shader_addline(arg
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
1436 shader_addline(arg
->buffer
, "tmp0.w = 1.0;\n");
1438 shader_glsl_append_dst(arg
->buffer
, arg
);
1439 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1440 shader_addline(arg
->buffer
, "tmp0%s);\n", dst_mask
);
1445 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1446 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1448 if (mask_size
> 1) {
1449 shader_addline(arg
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
1451 shader_addline(arg
->buffer
, "exp2(%s));\n", src_param
.param_str
);
1456 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1457 void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
) {
1458 glsl_src_param_t src_param
;
1462 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1463 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1464 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1466 if (mask_size
> 1) {
1467 shader_addline(arg
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_param
.param_str
);
1469 shader_addline(arg
->buffer
, "1.0 / %s);\n", src_param
.param_str
);
1473 void shader_glsl_rsq(SHADER_OPCODE_ARG
* arg
) {
1474 SHADER_BUFFER
* buffer
= arg
->buffer
;
1475 glsl_src_param_t src_param
;
1479 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1480 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1482 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1484 if (mask_size
> 1) {
1485 shader_addline(buffer
, "vec%d(inversesqrt(%s)));\n", mask_size
, src_param
.param_str
);
1487 shader_addline(buffer
, "inversesqrt(%s));\n", src_param
.param_str
);
1491 /** Process signed comparison opcodes in GLSL. */
1492 void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
) {
1493 glsl_src_param_t src0_param
;
1494 glsl_src_param_t src1_param
;
1498 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1499 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1500 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1501 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1503 if (mask_size
> 1) {
1504 const char *compare
;
1506 switch(arg
->opcode
->opcode
) {
1507 case WINED3DSIO_SLT
: compare
= "lessThan"; break;
1508 case WINED3DSIO_SGE
: compare
= "greaterThanEqual"; break;
1509 default: compare
= "";
1510 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1513 shader_addline(arg
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
1514 src0_param
.param_str
, src1_param
.param_str
);
1516 const char *compare
;
1518 switch(arg
->opcode
->opcode
) {
1519 case WINED3DSIO_SLT
: compare
= "<"; break;
1520 case WINED3DSIO_SGE
: compare
= ">="; break;
1521 default: compare
= "";
1522 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1525 shader_addline(arg
->buffer
, "(%s %s %s) ? 1.0 : 0.0);\n",
1526 src0_param
.param_str
, compare
, src1_param
.param_str
);
1530 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1531 void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
) {
1532 glsl_src_param_t src0_param
;
1533 glsl_src_param_t src1_param
;
1534 glsl_src_param_t src2_param
;
1535 DWORD write_mask
, cmp_channel
= 0;
1538 BOOL temp_destination
= FALSE
;
1540 DWORD src0reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1541 DWORD src1reg
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1542 DWORD src2reg
= arg
->src
[2] & WINED3DSP_REGNUM_MASK
;
1543 DWORD src0regtype
= shader_get_regtype(arg
->src
[0]);
1544 DWORD src1regtype
= shader_get_regtype(arg
->src
[1]);
1545 DWORD src2regtype
= shader_get_regtype(arg
->src
[2]);
1546 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1547 DWORD dstregtype
= shader_get_regtype(arg
->dst
);
1549 /* Cycle through all source0 channels */
1550 for (i
=0; i
<4; i
++) {
1552 /* Find the destination channels which use the current source0 channel */
1553 for (j
=0; j
<4; j
++) {
1554 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1555 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1556 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1560 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1561 * The first lines may overwrite source parameters of the following lines.
1562 * Deal with that by using a temporary destination register if needed
1564 if((src0reg
== dstreg
&& src0regtype
== dstregtype
) ||
1565 (src1reg
== dstreg
&& src1regtype
== dstregtype
) ||
1566 (src2reg
== dstreg
&& src2regtype
== dstregtype
)) {
1568 write_mask
= shader_glsl_get_write_mask(arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
), mask_char
);
1569 if (!write_mask
) continue;
1570 shader_addline(arg
->buffer
, "tmp0%s = (", mask_char
);
1571 temp_destination
= TRUE
;
1573 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1574 if (!write_mask
) continue;
1577 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1578 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1579 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1581 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1582 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1585 if(temp_destination
) {
1586 shader_glsl_get_write_mask(arg
->dst
, mask_char
);
1587 shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
);
1588 shader_addline(arg
->buffer
, "tmp0%s);\n", mask_char
);
1593 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1594 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1595 * the compare is done per component of src0. */
1596 void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
) {
1597 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1598 glsl_src_param_t src0_param
;
1599 glsl_src_param_t src1_param
;
1600 glsl_src_param_t src2_param
;
1601 DWORD write_mask
, cmp_channel
= 0;
1604 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(1, 4)) {
1605 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1606 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1607 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1608 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1610 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1611 if(arg
->opcode_token
& WINED3DSI_COISSUE
) {
1612 shader_addline(arg
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
1614 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1615 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1619 /* Cycle through all source0 channels */
1620 for (i
=0; i
<4; i
++) {
1622 /* Find the destination channels which use the current source0 channel */
1623 for (j
=0; j
<4; j
++) {
1624 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1625 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1626 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1629 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1630 if (!write_mask
) continue;
1632 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1633 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1634 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1636 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1637 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1641 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1642 void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
) {
1643 glsl_src_param_t src0_param
;
1644 glsl_src_param_t src1_param
;
1645 glsl_src_param_t src2_param
;
1648 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1649 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1650 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1651 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1652 shader_addline(arg
->buffer
, "(%s * %s) + %s);\n",
1653 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1656 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1657 Vertex shaders to GLSL codes */
1658 void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
) {
1660 int nComponents
= 0;
1661 SHADER_OPCODE_ARG tmpArg
;
1663 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1665 /* Set constants for the temporary argument */
1666 tmpArg
.shader
= arg
->shader
;
1667 tmpArg
.buffer
= arg
->buffer
;
1668 tmpArg
.src
[0] = arg
->src
[0];
1669 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1670 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1671 tmpArg
.reg_maps
= arg
->reg_maps
;
1673 switch(arg
->opcode
->opcode
) {
1674 case WINED3DSIO_M4x4
:
1676 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1678 case WINED3DSIO_M4x3
:
1680 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1682 case WINED3DSIO_M3x4
:
1684 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1686 case WINED3DSIO_M3x3
:
1688 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1690 case WINED3DSIO_M3x2
:
1692 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1698 for (i
= 0; i
< nComponents
; i
++) {
1699 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1700 tmpArg
.src
[1] = arg
->src
[1]+i
;
1701 shader_glsl_dot(&tmpArg
);
1706 The LRP instruction performs a component-wise linear interpolation
1707 between the second and third operands using the first operand as the
1708 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1709 This is equivalent to mix(src2, src1, src0);
1711 void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
) {
1712 glsl_src_param_t src0_param
;
1713 glsl_src_param_t src1_param
;
1714 glsl_src_param_t src2_param
;
1717 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1719 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1720 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1721 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1723 shader_addline(arg
->buffer
, "mix(%s, %s, %s));\n",
1724 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
1727 /** Process the WINED3DSIO_LIT instruction in GLSL:
1728 * dst.x = dst.w = 1.0
1729 * dst.y = (src0.x > 0) ? src0.x
1730 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1731 * where src.w is clamped at +- 128
1733 void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
) {
1734 glsl_src_param_t src0_param
;
1735 glsl_src_param_t src1_param
;
1736 glsl_src_param_t src3_param
;
1739 shader_glsl_append_dst(arg
->buffer
, arg
);
1740 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1742 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1743 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
1744 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
1746 shader_addline(arg
->buffer
, "vec4(1.0, (%s > 0.0 ? %s : 0.0), (%s > 0.0 ? ((%s > 0.0) ? pow(%s, clamp(%s, -128.0, 128.0)) : 0.0) : 0.0), 1.0)%s);\n",
1747 src0_param
.param_str
, src0_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
, src1_param
.param_str
, src3_param
.param_str
, dst_mask
);
1750 /** Process the WINED3DSIO_DST instruction in GLSL:
1752 * dst.y = src0.x * src0.y
1756 void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
) {
1757 glsl_src_param_t src0y_param
;
1758 glsl_src_param_t src0z_param
;
1759 glsl_src_param_t src1y_param
;
1760 glsl_src_param_t src1w_param
;
1763 shader_glsl_append_dst(arg
->buffer
, arg
);
1764 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1766 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
1767 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
1768 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
1769 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
1771 shader_addline(arg
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1772 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
1775 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1776 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1777 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1779 * dst.x = cos(src0.?)
1780 * dst.y = sin(src0.?)
1784 void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
) {
1785 glsl_src_param_t src0_param
;
1788 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1789 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1791 switch (write_mask
) {
1792 case WINED3DSP_WRITEMASK_0
:
1793 shader_addline(arg
->buffer
, "cos(%s));\n", src0_param
.param_str
);
1796 case WINED3DSP_WRITEMASK_1
:
1797 shader_addline(arg
->buffer
, "sin(%s));\n", src0_param
.param_str
);
1800 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
1801 shader_addline(arg
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1805 ERR("Write mask should be .x, .y or .xy\n");
1810 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1811 * Start a for() loop where src1.y is the initial value of aL,
1812 * increment aL by src1.z for a total of src1.x iterations.
1813 * Need to use a temporary variable for this operation.
1815 /* FIXME: I don't think nested loops will work correctly this way. */
1816 void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
) {
1817 glsl_src_param_t src1_param
;
1819 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
1821 shader_addline(arg
->buffer
, "for (tmpInt = 0, aL = %s.y; tmpInt < %s.x; tmpInt++, aL += %s.z) {\n",
1822 src1_param
.reg_name
, src1_param
.reg_name
, src1_param
.reg_name
);
1825 void shader_glsl_end(SHADER_OPCODE_ARG
* arg
) {
1826 shader_addline(arg
->buffer
, "}\n");
1829 void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
) {
1830 glsl_src_param_t src0_param
;
1832 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1833 shader_addline(arg
->buffer
, "for (tmpInt = 0; tmpInt < %s; tmpInt++) {\n", src0_param
.param_str
);
1836 void shader_glsl_if(SHADER_OPCODE_ARG
* arg
) {
1837 glsl_src_param_t src0_param
;
1839 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1840 shader_addline(arg
->buffer
, "if (%s) {\n", src0_param
.param_str
);
1843 void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
) {
1844 glsl_src_param_t src0_param
;
1845 glsl_src_param_t src1_param
;
1847 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1848 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1850 shader_addline(arg
->buffer
, "if (%s %s %s) {\n",
1851 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
1854 void shader_glsl_else(SHADER_OPCODE_ARG
* arg
) {
1855 shader_addline(arg
->buffer
, "} else {\n");
1858 void shader_glsl_break(SHADER_OPCODE_ARG
* arg
) {
1859 shader_addline(arg
->buffer
, "break;\n");
1862 /* FIXME: According to MSDN the compare is done per component. */
1863 void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
) {
1864 glsl_src_param_t src0_param
;
1865 glsl_src_param_t src1_param
;
1867 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1868 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1870 shader_addline(arg
->buffer
, "if (%s %s %s) break;\n",
1871 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
1874 void shader_glsl_label(SHADER_OPCODE_ARG
* arg
) {
1876 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1877 shader_addline(arg
->buffer
, "}\n");
1878 shader_addline(arg
->buffer
, "void subroutine%lu () {\n", snum
);
1881 void shader_glsl_call(SHADER_OPCODE_ARG
* arg
) {
1882 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1883 shader_addline(arg
->buffer
, "subroutine%lu();\n", snum
);
1886 void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
) {
1887 glsl_src_param_t src1_param
;
1889 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1890 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1891 shader_addline(arg
->buffer
, "if (%s) subroutine%lu();\n", src1_param
.param_str
, snum
);
1894 /*********************************************
1895 * Pixel Shader Specific Code begins here
1896 ********************************************/
1897 void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
) {
1898 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1899 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1900 DWORD hex_version
= This
->baseShader
.hex_version
;
1901 char dst_swizzle
[6];
1902 glsl_sample_function_t sample_function
;
1908 /* All versions have a destination register */
1909 shader_glsl_append_dst(arg
->buffer
, arg
);
1911 /* 1.0-1.4: Use destination register as sampler source.
1912 * 2.0+: Use provided sampler source. */
1913 if (hex_version
< WINED3DPS_VERSION(1,4)) {
1916 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1917 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1919 if (flags
& WINED3DTTFF_PROJECTED
) {
1921 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
1922 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
1923 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
1924 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
1925 case WINED3DTTFF_COUNT4
:
1926 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
1931 } else if (hex_version
< WINED3DPS_VERSION(2,0)) {
1932 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
1933 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1935 if (src_mod
== WINED3DSPSM_DZ
) {
1937 mask
= WINED3DSP_WRITEMASK_2
;
1938 } else if (src_mod
== WINED3DSPSM_DW
) {
1940 mask
= WINED3DSP_WRITEMASK_3
;
1945 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1946 if(arg
->opcode_token
& WINED3DSI_TEXLD_PROJECT
) {
1947 /* ps 2.0 texldp instruction always divides by the fourth component. */
1949 mask
= WINED3DSP_WRITEMASK_3
;
1955 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
1956 shader_glsl_get_sample_function(sampler_type
, projected
, &sample_function
);
1957 mask
|= sample_function
.coord_mask
;
1959 if (hex_version
< WINED3DPS_VERSION(2,0)) {
1960 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
1962 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
1965 /* 1.0-1.3: Use destination register as coordinate source.
1966 1.4+: Use provided coordinate source register. */
1967 if (hex_version
< WINED3DPS_VERSION(1,4)) {
1969 shader_glsl_get_write_mask(mask
, coord_mask
);
1970 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s)%s);\n",
1971 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, dst_swizzle
);
1973 glsl_src_param_t coord_param
;
1974 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], mask
, &coord_param
);
1975 if(arg
->opcode_token
& WINED3DSI_TEXLD_BIAS
) {
1976 glsl_src_param_t bias
;
1977 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &bias
);
1979 shader_addline(arg
->buffer
, "%s(Psampler%u, %s, %s)%s);\n",
1980 sample_function
.name
, sampler_idx
, coord_param
.param_str
,
1981 bias
.param_str
, dst_swizzle
);
1983 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n",
1984 sample_function
.name
, sampler_idx
, coord_param
.param_str
, dst_swizzle
);
1989 void shader_glsl_texldl(SHADER_OPCODE_ARG
* arg
) {
1990 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1991 glsl_sample_function_t sample_function
;
1992 glsl_src_param_t coord_param
, lod_param
;
1993 char dst_swizzle
[6];
1997 shader_glsl_append_dst(arg
->buffer
, arg
);
1998 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
2000 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2001 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2002 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
2003 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, &coord_param
);
2005 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
2007 if (shader_is_pshader_version(This
->baseShader
.hex_version
)) {
2008 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2009 * However, they seem to work just fine in fragment shaders as well. */
2010 WARN("Using %sLod in fragment shader.\n", sample_function
.name
);
2011 shader_addline(arg
->buffer
, "%sLod(Psampler%u, %s, %s)%s);\n",
2012 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2014 shader_addline(arg
->buffer
, "%sLod(Vsampler%u, %s, %s)%s);\n",
2015 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2019 void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
) {
2021 /* FIXME: Make this work for more than just 2D textures */
2023 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2024 SHADER_BUFFER
* buffer
= arg
->buffer
;
2025 DWORD hex_version
= This
->baseShader
.hex_version
;
2029 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2030 shader_glsl_get_write_mask(write_mask
, dst_mask
);
2032 if (hex_version
!= WINED3DPS_VERSION(1,4)) {
2033 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2034 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg
, dst_mask
);
2036 DWORD reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
2037 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2038 char dst_swizzle
[6];
2040 shader_glsl_get_swizzle(arg
->src
[0], FALSE
, write_mask
, dst_swizzle
);
2042 if (src_mod
== WINED3DSPSM_DZ
) {
2043 glsl_src_param_t div_param
;
2044 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2045 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
2047 if (mask_size
> 1) {
2048 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2050 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2052 } else if (src_mod
== WINED3DSPSM_DW
) {
2053 glsl_src_param_t div_param
;
2054 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2055 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
2057 if (mask_size
> 1) {
2058 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2060 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2063 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
2068 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2069 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2070 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2071 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
) {
2072 glsl_src_param_t src0_param
;
2074 glsl_sample_function_t sample_function
;
2075 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2076 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2077 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2079 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2081 shader_glsl_append_dst(arg
->buffer
, arg
);
2082 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2084 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2085 * scalar, and projected sampling would require 4
2087 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
2089 switch(count_bits(sample_function
.coord_mask
)) {
2091 shader_addline(arg
->buffer
, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2092 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2096 shader_addline(arg
->buffer
, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2097 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2101 shader_addline(arg
->buffer
, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2102 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2105 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function
.coord_mask
));
2109 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2110 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2111 void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
) {
2112 glsl_src_param_t src0_param
;
2113 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2114 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2118 dst_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2119 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
2120 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2122 if (mask_size
> 1) {
2123 shader_addline(arg
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
2125 shader_addline(arg
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
2129 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2130 * Calculate the depth as dst.x / dst.y */
2131 void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
) {
2132 glsl_dst_param_t dst_param
;
2134 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2136 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2137 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2138 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2139 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2142 shader_addline(arg
->buffer
, "gl_FragDepth = (%s.y == 0.0) ? 1.0 : clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", dst_param
.reg_name
, dst_param
.reg_name
, dst_param
.reg_name
);
2145 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2146 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2147 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2148 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2150 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
) {
2151 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2152 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2153 glsl_src_param_t src0_param
;
2155 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2157 shader_addline(arg
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
2158 shader_addline(arg
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2161 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2162 * Calculate the 1st of a 2-row matrix multiplication. */
2163 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
) {
2164 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2165 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2166 SHADER_BUFFER
* buffer
= arg
->buffer
;
2167 glsl_src_param_t src0_param
;
2169 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2170 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2173 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2174 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2175 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
) {
2177 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2178 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2179 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2180 SHADER_BUFFER
* buffer
= arg
->buffer
;
2181 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2182 glsl_src_param_t src0_param
;
2184 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2185 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
2186 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2189 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
) {
2190 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2191 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2192 SHADER_BUFFER
* buffer
= arg
->buffer
;
2193 glsl_src_param_t src0_param
;
2196 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2197 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2199 shader_glsl_append_dst(buffer
, arg
);
2200 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2202 /* Sample the texture using the calculated coordinates */
2203 shader_addline(buffer
, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg
, dst_mask
);
2206 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2207 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2208 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
) {
2209 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2210 glsl_src_param_t src0_param
;
2212 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2213 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2214 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2215 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2216 glsl_sample_function_t sample_function
;
2218 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2219 shader_addline(arg
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2221 shader_glsl_append_dst(arg
->buffer
, arg
);
2222 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2223 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
2225 /* Sample the texture using the calculated coordinates */
2226 shader_addline(arg
->buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2228 current_state
->current_row
= 0;
2231 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2232 * Perform the 3rd row of a 3x3 matrix multiply */
2233 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
) {
2234 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2235 glsl_src_param_t src0_param
;
2237 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2238 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2239 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2241 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2243 shader_glsl_append_dst(arg
->buffer
, arg
);
2244 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2245 shader_addline(arg
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
2247 current_state
->current_row
= 0;
2250 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2251 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2252 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
) {
2254 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2255 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2256 glsl_src_param_t src0_param
;
2257 glsl_src_param_t src1_param
;
2259 SHADER_BUFFER
* buffer
= arg
->buffer
;
2260 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2261 DWORD stype
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2262 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2263 glsl_sample_function_t sample_function
;
2265 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2266 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
2268 /* Perform the last matrix multiply operation */
2269 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2270 /* Reflection calculation */
2271 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
2273 shader_glsl_append_dst(buffer
, arg
);
2274 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2275 shader_glsl_get_sample_function(stype
, FALSE
, &sample_function
);
2277 /* Sample the texture */
2278 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2280 current_state
->current_row
= 0;
2283 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2284 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2285 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
) {
2287 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2288 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2289 SHADER_BUFFER
* buffer
= arg
->buffer
;
2290 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2291 glsl_src_param_t src0_param
;
2293 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2294 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2295 glsl_sample_function_t sample_function
;
2297 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2299 /* Perform the last matrix multiply operation */
2300 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
2302 /* Construct the eye-ray vector from w coordinates */
2303 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2304 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
2305 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2307 shader_glsl_append_dst(buffer
, arg
);
2308 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2309 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
2311 /* Sample the texture using the calculated coordinates */
2312 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2314 current_state
->current_row
= 0;
2317 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2318 * Apply a fake bump map transform.
2319 * texbem is pshader <= 1.3 only, this saves a few version checks
2321 void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
) {
2322 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2323 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2324 char dst_swizzle
[6];
2325 glsl_sample_function_t sample_function
;
2326 glsl_src_param_t coord_param
;
2333 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2334 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2336 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2337 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
2338 mask
= sample_function
.coord_mask
;
2340 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
2342 shader_glsl_get_write_mask(mask
, coord_mask
);
2344 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2345 * so we can't let the GL handle this.
2347 if (flags
& WINED3DTTFF_PROJECTED
) {
2349 char coord_div_mask
[3];
2350 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2351 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2352 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
2353 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
2354 case WINED3DTTFF_COUNT4
:
2355 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
2357 shader_glsl_get_write_mask(div_mask
, coord_div_mask
);
2358 shader_addline(arg
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
2361 shader_glsl_append_dst(arg
->buffer
, arg
);
2362 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &coord_param
);
2363 if(arg
->opcode
->opcode
== WINED3DSIO_TEXBEML
) {
2364 glsl_src_param_t luminance_param
;
2365 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
2366 shader_addline(arg
->buffer
, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )*(%s * luminancescale + luminanceoffset))%s);\n",
2367 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, coord_param
.param_str
, coord_mask
,
2368 luminance_param
.param_str
, dst_swizzle
);
2370 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n",
2371 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, coord_param
.param_str
, coord_mask
, dst_swizzle
);
2375 void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
) {
2376 glsl_src_param_t src0_param
, src1_param
;
2378 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src0_param
);
2379 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src1_param
);
2381 shader_glsl_append_dst(arg
->buffer
, arg
);
2382 shader_addline(arg
->buffer
, "%s + bumpenvmat * %s);\n",
2383 src0_param
.param_str
, src1_param
.param_str
);
2386 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2387 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2388 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
) {
2390 glsl_src_param_t src0_param
;
2391 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2394 shader_glsl_append_dst(arg
->buffer
, arg
);
2395 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2396 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2398 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2401 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2402 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2403 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
) {
2404 glsl_src_param_t src0_param
;
2405 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2408 shader_glsl_append_dst(arg
->buffer
, arg
);
2409 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2410 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2412 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2415 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2416 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2417 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
) {
2418 glsl_src_param_t src0_param
;
2420 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2421 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2422 glsl_sample_function_t sample_function
;
2424 shader_glsl_append_dst(arg
->buffer
, arg
);
2425 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2426 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
2427 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, &src0_param
);
2429 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n", sample_function
.name
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2432 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2433 * If any of the first 3 components are < 0, discard this pixel */
2434 void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
) {
2435 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2436 DWORD hex_version
= This
->baseShader
.hex_version
;
2437 glsl_dst_param_t dst_param
;
2439 /* The argument is a destination parameter, and no writemasks are allowed */
2440 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2441 if((hex_version
>= WINED3DPS_VERSION(2,0))) {
2442 /* 2.0 shaders compare all 4 components in texkill */
2443 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
2445 /* 1.X shaders only compare the first 3 components, propably due to the nature of the texkill
2446 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2447 * 4 components are defined, only the first 3 are used
2449 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
2453 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2454 * dst = dot2(src0, src1) + src2 */
2455 void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
) {
2456 glsl_src_param_t src0_param
;
2457 glsl_src_param_t src1_param
;
2458 glsl_src_param_t src2_param
;
2462 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2463 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2465 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
2466 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
2467 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
2469 shader_addline(arg
->buffer
, "dot(%s, %s) + %s);\n", src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2472 void pshader_glsl_input_pack(
2473 SHADER_BUFFER
* buffer
,
2474 semantic
* semantics_in
) {
2478 for (i
= 0; i
< MAX_REG_INPUT
; i
++) {
2480 DWORD usage_token
= semantics_in
[i
].usage
;
2481 DWORD register_token
= semantics_in
[i
].reg
;
2482 DWORD usage
, usage_idx
;
2486 if (!usage_token
) continue;
2487 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2488 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2489 shader_glsl_get_write_mask(register_token
, reg_mask
);
2493 case WINED3DDECLUSAGE_COLOR
:
2495 shader_addline(buffer
, "IN%u%s = vec4(gl_Color)%s;\n",
2496 i
, reg_mask
, reg_mask
);
2497 else if (usage_idx
== 1)
2498 shader_addline(buffer
, "IN%u%s = vec4(gl_SecondaryColor)%s;\n",
2499 i
, reg_mask
, reg_mask
);
2501 shader_addline(buffer
, "IN%u%s = vec4(unsupported_color_input)%s;\n",
2502 i
, reg_mask
, reg_mask
);
2505 case WINED3DDECLUSAGE_TEXCOORD
:
2506 shader_addline(buffer
, "IN%u%s = vec4(gl_TexCoord[%u])%s;\n",
2507 i
, reg_mask
, usage_idx
, reg_mask
);
2510 case WINED3DDECLUSAGE_FOG
:
2511 shader_addline(buffer
, "IN%u%s = vec4(gl_FogFragCoord)%s;\n",
2512 i
, reg_mask
, reg_mask
);
2516 shader_addline(buffer
, "IN%u%s = vec4(unsupported_input)%s;\n",
2517 i
, reg_mask
, reg_mask
);
2522 /*********************************************
2523 * Vertex Shader Specific Code begins here
2524 ********************************************/
2526 void vshader_glsl_output_unpack(
2527 SHADER_BUFFER
* buffer
,
2528 semantic
* semantics_out
) {
2532 for (i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
2534 DWORD usage_token
= semantics_out
[i
].usage
;
2535 DWORD register_token
= semantics_out
[i
].reg
;
2536 DWORD usage
, usage_idx
;
2540 if (!usage_token
) continue;
2542 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2543 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2544 shader_glsl_get_write_mask(register_token
, reg_mask
);
2548 case WINED3DDECLUSAGE_COLOR
:
2550 shader_addline(buffer
, "gl_FrontColor%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2551 else if (usage_idx
== 1)
2552 shader_addline(buffer
, "gl_FrontSecondaryColor%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2554 shader_addline(buffer
, "unsupported_color_output%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2557 case WINED3DDECLUSAGE_POSITION
:
2558 shader_addline(buffer
, "gl_Position%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2561 case WINED3DDECLUSAGE_TEXCOORD
:
2562 shader_addline(buffer
, "gl_TexCoord[%u]%s = OUT%u%s;\n",
2563 usage_idx
, reg_mask
, i
, reg_mask
);
2566 case WINED3DDECLUSAGE_PSIZE
:
2567 shader_addline(buffer
, "gl_PointSize = OUT%u.x;\n", i
);
2570 case WINED3DDECLUSAGE_FOG
:
2571 shader_addline(buffer
, "gl_FogFragCoord = OUT%u%s;\n", i
, reg_mask
);
2575 shader_addline(buffer
, "unsupported_output%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2580 static void add_glsl_program_entry(IWineD3DDeviceImpl
*device
, struct glsl_shader_prog_link
*entry
) {
2581 glsl_program_key_t
*key
;
2583 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2584 key
->vshader
= entry
->vshader
;
2585 key
->pshader
= entry
->pshader
;
2587 hash_table_put(device
->glsl_program_lookup
, key
, entry
);
2590 static struct glsl_shader_prog_link
*get_glsl_program_entry(IWineD3DDeviceImpl
*device
,
2591 GLhandleARB vshader
, GLhandleARB pshader
) {
2592 glsl_program_key_t key
;
2594 key
.vshader
= vshader
;
2595 key
.pshader
= pshader
;
2597 return (struct glsl_shader_prog_link
*)hash_table_get(device
->glsl_program_lookup
, &key
);
2600 void delete_glsl_program_entry(IWineD3DDevice
*iface
, struct glsl_shader_prog_link
*entry
) {
2601 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2602 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2603 glsl_program_key_t
*key
;
2605 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2606 key
->vshader
= entry
->vshader
;
2607 key
->pshader
= entry
->pshader
;
2608 hash_table_remove(This
->glsl_program_lookup
, key
);
2610 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
2611 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
2612 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
2613 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
2614 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
2615 HeapFree(GetProcessHeap(), 0, entry
);
2618 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
2619 * It sets the programId on the current StateBlock (because it should be called
2620 * inside of the DrawPrimitive() part of the render loop).
2622 * If a program for the given combination does not exist, create one, and store
2623 * the program in the hash table. If it creates a program, it will link the
2624 * given objects, too.
2626 static void set_glsl_shader_program(IWineD3DDevice
*iface
, BOOL use_ps
, BOOL use_vs
) {
2627 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2628 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2629 IWineD3DPixelShader
*pshader
= This
->stateBlock
->pixelShader
;
2630 IWineD3DVertexShader
*vshader
= This
->stateBlock
->vertexShader
;
2631 struct glsl_shader_prog_link
*entry
= NULL
;
2632 GLhandleARB programId
= 0;
2636 GLhandleARB vshader_id
= use_vs
? ((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.prgId
: 0;
2637 GLhandleARB pshader_id
= use_ps
? ((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.prgId
: 0;
2638 entry
= get_glsl_program_entry(This
, vshader_id
, pshader_id
);
2640 This
->stateBlock
->glsl_program
= entry
;
2644 /* If we get to this point, then no matching program exists, so we create one */
2645 programId
= GL_EXTCALL(glCreateProgramObjectARB());
2646 TRACE("Created new GLSL shader program %u\n", programId
);
2648 /* Create the entry */
2649 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
2650 entry
->programId
= programId
;
2651 entry
->vshader
= vshader_id
;
2652 entry
->pshader
= pshader_id
;
2653 /* Add the hash table entry */
2654 add_glsl_program_entry(This
, entry
);
2656 /* Set the current program */
2657 This
->stateBlock
->glsl_program
= entry
;
2659 /* Attach GLSL vshader */
2661 int max_attribs
= 16; /* TODO: Will this always be the case? It is at the moment... */
2664 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
2665 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
2666 checkGLcall("glAttachObjectARB");
2668 /* Bind vertex attributes to a corresponding index number to match
2669 * the same index numbers as ARB_vertex_programs (makes loading
2670 * vertex attributes simpler). With this method, we can use the
2671 * exact same code to load the attributes later for both ARB and
2674 * We have to do this here because we need to know the Program ID
2675 * in order to make the bindings work, and it has to be done prior
2676 * to linking the GLSL program. */
2677 for (i
= 0; i
< max_attribs
; ++i
) {
2678 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%i", i
);
2679 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
2681 checkGLcall("glBindAttribLocationARB");
2683 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
2686 /* Attach GLSL pshader */
2688 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
2689 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
2690 checkGLcall("glAttachObjectARB");
2692 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
2695 /* Link the program */
2696 TRACE("Linking GLSL shader program %u\n", programId
);
2697 GL_EXTCALL(glLinkProgramARB(programId
));
2698 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
2700 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
2701 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
2702 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
2703 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
2705 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
2706 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
2707 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
2708 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
2712 static GLhandleARB
create_glsl_blt_shader(WineD3D_GL_Info
*gl_info
) {
2713 GLhandleARB program_id
;
2714 GLhandleARB vshader_id
, pshader_id
;
2715 const char *blt_vshader
[] = {
2718 " gl_Position = gl_Vertex;\n"
2719 " gl_FrontColor = vec4(1.0);\n"
2720 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
2721 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
2725 const char *blt_pshader
[] = {
2726 "uniform sampler2D sampler;\n"
2729 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
2733 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
2734 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
2735 GL_EXTCALL(glCompileShaderARB(vshader_id
));
2737 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
2738 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, blt_pshader
, NULL
));
2739 GL_EXTCALL(glCompileShaderARB(pshader_id
));
2741 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
2742 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
2743 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
2744 GL_EXTCALL(glLinkProgramARB(program_id
));
2746 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
2751 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
2752 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2753 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2754 GLhandleARB program_id
= 0;
2756 if (useVS
|| usePS
) set_glsl_shader_program(iface
, usePS
, useVS
);
2757 else This
->stateBlock
->glsl_program
= NULL
;
2759 program_id
= This
->stateBlock
->glsl_program
? This
->stateBlock
->glsl_program
->programId
: 0;
2760 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
2761 GL_EXTCALL(glUseProgramObjectARB(program_id
));
2762 checkGLcall("glUseProgramObjectARB");
2765 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
) {
2766 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2767 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2768 static GLhandleARB program_id
= 0;
2769 static GLhandleARB loc
= -1;
2772 program_id
= create_glsl_blt_shader(gl_info
);
2773 loc
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "sampler"));
2776 GL_EXTCALL(glUseProgramObjectARB(program_id
));
2777 GL_EXTCALL(glUniform1iARB(loc
, 0));
2780 static void shader_glsl_cleanup(IWineD3DDevice
*iface
) {
2781 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2782 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2783 GL_EXTCALL(glUseProgramObjectARB(0));
2786 const shader_backend_t glsl_shader_backend
= {
2787 &shader_glsl_select
,
2788 &shader_glsl_select_depth_blt
,
2789 &shader_glsl_load_constants
,
2790 &shader_glsl_cleanup
,
2791 &shader_glsl_color_correction