push 2f3ca95c4974ba229fa47d638b3044f50788f3bd
[wine/hacks.git] / dlls / wined3d / glsl_shader.c
blob40242698ab75b6ea780dc19804e5508b2fa1c956
1 /*
2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 * D3D shader asm has swizzles on source parameters, and write masks for
25 * destination parameters. GLSL uses swizzles for both. The result of this is
26 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
27 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
28 * mask for the destination parameter into account.
31 #include "config.h"
32 #include <limits.h>
33 #include <stdio.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41 #define GLINFO_LOCATION (*gl_info)
43 typedef struct {
44 char reg_name[150];
45 char mask_str[6];
46 } glsl_dst_param_t;
48 typedef struct {
49 char reg_name[150];
50 char param_str[100];
51 } glsl_src_param_t;
53 typedef struct {
54 const char *name;
55 DWORD coord_mask;
56 } glsl_sample_function_t;
58 enum heap_node_op
60 HEAP_NODE_TRAVERSE_LEFT,
61 HEAP_NODE_TRAVERSE_RIGHT,
62 HEAP_NODE_POP,
65 struct constant_entry
67 unsigned int idx;
68 unsigned int version;
71 struct constant_heap
73 struct constant_entry *entries;
74 unsigned int *positions;
75 unsigned int size;
78 /* GLSL shader private data */
79 struct shader_glsl_priv {
80 struct hash_table_t *glsl_program_lookup;
81 struct glsl_shader_prog_link *glsl_program;
82 struct constant_heap vconst_heap;
83 struct constant_heap pconst_heap;
84 unsigned char *stack;
85 GLhandleARB depth_blt_program[tex_type_count];
86 UINT next_constant_version;
89 /* Struct to maintain data about a linked GLSL program */
90 struct glsl_shader_prog_link {
91 struct list vshader_entry;
92 struct list pshader_entry;
93 GLhandleARB programId;
94 GLhandleARB *vuniformF_locations;
95 GLhandleARB *puniformF_locations;
96 GLhandleARB vuniformI_locations[MAX_CONST_I];
97 GLhandleARB puniformI_locations[MAX_CONST_I];
98 GLhandleARB posFixup_location;
99 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
100 GLhandleARB luminancescale_location[MAX_TEXTURES];
101 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
102 GLhandleARB ycorrection_location;
103 GLenum vertex_color_clamp;
104 GLhandleARB vshader;
105 IWineD3DPixelShader *pshader;
106 struct ps_compile_args ps_args;
107 UINT constant_version;
110 typedef struct {
111 GLhandleARB vshader;
112 IWineD3DPixelShader *pshader;
113 struct ps_compile_args ps_args;
114 } glsl_program_key_t;
117 /** Prints the GLSL info log which will contain error messages if they exist */
118 static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
120 int infologLength = 0;
121 char *infoLog;
122 unsigned int i;
123 BOOL is_spam;
125 static const char * const spam[] =
127 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
128 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
129 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
130 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
131 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
132 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
133 "Fragment shader was successfully compiled to run on hardware.\n"
134 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
135 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
136 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
137 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
140 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
142 GL_EXTCALL(glGetObjectParameterivARB(obj,
143 GL_OBJECT_INFO_LOG_LENGTH_ARB,
144 &infologLength));
146 /* A size of 1 is just a null-terminated string, so the log should be bigger than
147 * that if there are errors. */
148 if (infologLength > 1)
150 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
151 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
153 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
154 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
155 is_spam = FALSE;
157 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
158 if(strcmp(infoLog, spam[i]) == 0) {
159 is_spam = TRUE;
160 break;
163 if(is_spam) {
164 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
165 } else {
166 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
168 HeapFree(GetProcessHeap(), 0, infoLog);
173 * Loads (pixel shader) samplers
175 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
177 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
178 GLhandleARB name_loc;
179 int i;
180 char sampler_name[20];
182 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
183 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
184 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
185 if (name_loc != -1) {
186 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
187 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(fragment_samplers)) {
188 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
189 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
190 checkGLcall("glUniform1iARB");
191 } else {
192 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
198 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
200 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
201 GLhandleARB name_loc;
202 char sampler_name[20];
203 int i;
205 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
206 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
207 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
208 if (name_loc != -1) {
209 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
210 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(combined_samplers)) {
211 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
212 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
213 checkGLcall("glUniform1iARB");
214 } else {
215 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
221 static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
222 const GLhandleARB *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
224 int stack_idx = 0;
225 unsigned int heap_idx = 1;
226 unsigned int idx;
228 if (heap->entries[heap_idx].version <= version) return;
230 idx = heap->entries[heap_idx].idx;
231 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
232 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
234 while (stack_idx >= 0)
236 /* Note that we fall through to the next case statement. */
237 switch(stack[stack_idx])
239 case HEAP_NODE_TRAVERSE_LEFT:
241 unsigned int left_idx = heap_idx << 1;
242 if (left_idx < heap->size && heap->entries[left_idx].version > version)
244 heap_idx = left_idx;
245 idx = heap->entries[heap_idx].idx;
246 if (constant_locations[idx] != -1)
247 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
249 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
250 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
251 break;
255 case HEAP_NODE_TRAVERSE_RIGHT:
257 unsigned int right_idx = (heap_idx << 1) + 1;
258 if (right_idx < heap->size && heap->entries[right_idx].version > version)
260 heap_idx = right_idx;
261 idx = heap->entries[heap_idx].idx;
262 if (constant_locations[idx] != -1)
263 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
265 stack[stack_idx++] = HEAP_NODE_POP;
266 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
267 break;
271 case HEAP_NODE_POP:
273 heap_idx >>= 1;
274 --stack_idx;
275 break;
279 checkGLcall("walk_constant_heap()");
282 static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
284 GLfloat clamped_constant[4];
286 if (location == -1) return;
288 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0];
289 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1];
290 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2];
291 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3];
293 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
296 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
297 const GLhandleARB *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
299 int stack_idx = 0;
300 unsigned int heap_idx = 1;
301 unsigned int idx;
303 if (heap->entries[heap_idx].version <= version) return;
305 idx = heap->entries[heap_idx].idx;
306 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
307 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
309 while (stack_idx >= 0)
311 /* Note that we fall through to the next case statement. */
312 switch(stack[stack_idx])
314 case HEAP_NODE_TRAVERSE_LEFT:
316 unsigned int left_idx = heap_idx << 1;
317 if (left_idx < heap->size && heap->entries[left_idx].version > version)
319 heap_idx = left_idx;
320 idx = heap->entries[heap_idx].idx;
321 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
323 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
324 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
325 break;
329 case HEAP_NODE_TRAVERSE_RIGHT:
331 unsigned int right_idx = (heap_idx << 1) + 1;
332 if (right_idx < heap->size && heap->entries[right_idx].version > version)
334 heap_idx = right_idx;
335 idx = heap->entries[heap_idx].idx;
336 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
338 stack[stack_idx++] = HEAP_NODE_POP;
339 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
340 break;
344 case HEAP_NODE_POP:
346 heap_idx >>= 1;
347 --stack_idx;
348 break;
352 checkGLcall("walk_constant_heap_clamped()");
355 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
356 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
357 const float *constants, const GLhandleARB *constant_locations, const struct constant_heap *heap,
358 unsigned char *stack, UINT version)
360 const local_constant *lconst;
362 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
363 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.reg_maps.shader_version) == 1
364 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version))
365 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
366 else
367 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
369 if (!This->baseShader.load_local_constsF)
371 TRACE("No need to load local float constants for this shader\n");
372 return;
375 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
376 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
378 GLhandleARB location = constant_locations[lconst->idx];
379 /* We found this uniform name in the program - go ahead and send the data */
380 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
382 checkGLcall("glUniform4fvARB()");
385 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
386 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
387 const GLhandleARB locations[MAX_CONST_I], const int *constants, WORD constants_set)
389 unsigned int i;
390 struct list* ptr;
392 for (i = 0; constants_set; constants_set >>= 1, ++i)
394 if (!(constants_set & 1)) continue;
396 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
397 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
399 /* We found this uniform name in the program - go ahead and send the data */
400 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
401 checkGLcall("glUniform4ivARB");
404 /* Load immediate constants */
405 ptr = list_head(&This->baseShader.constantsI);
406 while (ptr) {
407 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
408 unsigned int idx = lconst->idx;
409 const GLint *values = (const GLint *)lconst->value;
411 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
412 values[0], values[1], values[2], values[3]);
414 /* We found this uniform name in the program - go ahead and send the data */
415 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
416 checkGLcall("glUniform4ivARB");
417 ptr = list_next(&This->baseShader.constantsI, ptr);
421 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
422 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
423 GLhandleARB programId, const BOOL *constants, WORD constants_set)
425 GLhandleARB tmp_loc;
426 unsigned int i;
427 char tmp_name[8];
428 char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
429 const char* prefix = is_pshader? "PB":"VB";
430 struct list* ptr;
432 /* TODO: Benchmark and see if it would be beneficial to store the
433 * locations of the constants to avoid looking up each time */
434 for (i = 0; constants_set; constants_set >>= 1, ++i)
436 if (!(constants_set & 1)) continue;
438 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
440 /* TODO: Benchmark and see if it would be beneficial to store the
441 * locations of the constants to avoid looking up each time */
442 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
443 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
444 if (tmp_loc != -1)
446 /* We found this uniform name in the program - go ahead and send the data */
447 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
448 checkGLcall("glUniform1ivARB");
452 /* Load immediate constants */
453 ptr = list_head(&This->baseShader.constantsB);
454 while (ptr) {
455 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
456 unsigned int idx = lconst->idx;
457 const GLint *values = (const GLint *)lconst->value;
459 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
461 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
462 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
463 if (tmp_loc != -1) {
464 /* We found this uniform name in the program - go ahead and send the data */
465 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
466 checkGLcall("glUniform1ivARB");
468 ptr = list_next(&This->baseShader.constantsB, ptr);
472 static void reset_program_constant_version(void *value, void *context)
474 struct glsl_shader_prog_link *entry = value;
475 entry->constant_version = 0;
479 * Loads the app-supplied constants into the currently set GLSL program.
481 static void shader_glsl_load_constants(
482 IWineD3DDevice* device,
483 char usePixelShader,
484 char useVertexShader) {
486 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
487 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)deviceImpl->shader_priv;
488 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
489 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
491 GLhandleARB programId;
492 struct glsl_shader_prog_link *prog = priv->glsl_program;
493 UINT constant_version;
494 int i;
496 if (!prog) {
497 /* No GLSL program set - nothing to do. */
498 return;
500 programId = prog->programId;
501 constant_version = prog->constant_version;
503 if (useVertexShader) {
504 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
506 /* Load DirectX 9 float constants/uniforms for vertex shader */
507 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
508 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
510 /* Load DirectX 9 integer constants/uniforms for vertex shader */
511 if(vshader->baseShader.uses_int_consts) {
512 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations,
513 stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI);
516 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
517 if(vshader->baseShader.uses_bool_consts) {
518 shader_glsl_load_constantsB(vshader, gl_info, programId,
519 stateBlock->vertexShaderConstantB, stateBlock->changed.vertexShaderConstantsB);
522 /* Upload the position fixup params */
523 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
524 checkGLcall("glUniform4fvARB");
527 if (usePixelShader) {
529 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
531 /* Load DirectX 9 float constants/uniforms for pixel shader */
532 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
533 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
535 /* Load DirectX 9 integer constants/uniforms for pixel shader */
536 if(pshader->baseShader.uses_int_consts) {
537 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations,
538 stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI);
541 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
542 if(pshader->baseShader.uses_bool_consts) {
543 shader_glsl_load_constantsB(pshader, gl_info, programId,
544 stateBlock->pixelShaderConstantB, stateBlock->changed.pixelShaderConstantsB);
547 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
548 * It can't be 0 for a valid texbem instruction.
550 for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
551 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
552 int stage = ps->luminanceconst[i].texunit;
554 const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
555 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
556 checkGLcall("glUniformMatrix2fvARB");
558 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
559 * is set too, so we can check that in the needsbumpmat check
561 if(ps->baseShader.reg_maps.luminanceparams[stage]) {
562 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
563 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
565 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
566 checkGLcall("glUniform1fvARB");
567 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
568 checkGLcall("glUniform1fvARB");
572 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
573 float correction_params[4];
574 if(deviceImpl->render_offscreen) {
575 correction_params[0] = 0.0;
576 correction_params[1] = 1.0;
577 } else {
578 /* position is window relative, not viewport relative */
579 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
580 correction_params[1] = -1.0;
582 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
586 if (priv->next_constant_version == UINT_MAX)
588 TRACE("Max constant version reached, resetting to 0.\n");
589 hash_table_for_each_entry(priv->glsl_program_lookup, reset_program_constant_version, NULL);
590 priv->next_constant_version = 1;
592 else
594 prog->constant_version = priv->next_constant_version++;
598 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
599 unsigned int heap_idx, DWORD new_version)
601 struct constant_entry *entries = heap->entries;
602 unsigned int *positions = heap->positions;
603 unsigned int parent_idx;
605 while (heap_idx > 1)
607 parent_idx = heap_idx >> 1;
609 if (new_version <= entries[parent_idx].version) break;
611 entries[heap_idx] = entries[parent_idx];
612 positions[entries[parent_idx].idx] = heap_idx;
613 heap_idx = parent_idx;
616 entries[heap_idx].version = new_version;
617 entries[heap_idx].idx = idx;
618 positions[idx] = heap_idx;
621 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
623 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
624 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
625 struct constant_heap *heap = &priv->vconst_heap;
626 UINT i;
628 for (i = start; i < count + start; ++i)
630 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
631 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
632 else
633 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
637 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
639 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
640 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
641 struct constant_heap *heap = &priv->pconst_heap;
642 UINT i;
644 for (i = start; i < count + start; ++i)
646 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
647 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
648 else
649 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
653 /** Generate the variable & register declarations for the GLSL output target */
654 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
655 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info,
656 const struct ps_compile_args *ps_args)
658 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
659 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
660 DWORD shader_version = reg_maps->shader_version;
661 unsigned int i, extra_constants_needed = 0;
662 const local_constant *lconst;
664 /* There are some minor differences between pixel and vertex shaders */
665 char pshader = shader_is_pshader_version(shader_version);
666 char prefix = pshader ? 'P' : 'V';
668 /* Prototype the subroutines */
669 for (i = 0; i < This->baseShader.limits.label; i++) {
670 if (reg_maps->labels[i])
671 shader_addline(buffer, "void subroutine%u();\n", i);
674 /* Declare the constants (aka uniforms) */
675 if (This->baseShader.limits.constant_float > 0) {
676 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
677 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
678 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
681 if (This->baseShader.limits.constant_int > 0)
682 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
684 if (This->baseShader.limits.constant_bool > 0)
685 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
687 if(!pshader) {
688 shader_addline(buffer, "uniform vec4 posFixup;\n");
689 /* Predeclaration; This function is added at link time based on the pixel shader.
690 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
691 * that. We know the input to the reorder function at vertex shader compile time, so
692 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
693 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
694 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
695 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
696 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
697 * inout.
699 if (shader_version >= WINED3DVS_VERSION(3, 0))
701 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
702 } else {
703 shader_addline(buffer, "void order_ps_input();\n");
705 } else {
706 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
708 ps_impl->numbumpenvmatconsts = 0;
709 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
710 if(!reg_maps->bumpmat[i]) {
711 continue;
714 ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
715 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
717 if(reg_maps->luminanceparams) {
718 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
719 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
720 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
721 extra_constants_needed++;
722 } else {
723 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
726 extra_constants_needed++;
727 ps_impl->numbumpenvmatconsts++;
730 if(ps_args->srgb_correction) {
731 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
732 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
733 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
734 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
736 if(reg_maps->vpos || reg_maps->usesdsy) {
737 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
738 shader_addline(buffer, "uniform vec4 ycorrection;\n");
739 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
740 extra_constants_needed++;
741 } else {
742 /* This happens because we do not have proper tracking of the constant registers that are
743 * actually used, only the max limit of the shader version
745 FIXME("Cannot find a free uniform for vpos correction params\n");
746 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
747 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
748 device->render_offscreen ? 1.0 : -1.0);
750 shader_addline(buffer, "vec4 vpos;\n");
754 /* Declare texture samplers */
755 for (i = 0; i < This->baseShader.limits.sampler; i++) {
756 if (reg_maps->samplers[i]) {
758 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
759 switch (stype) {
761 case WINED3DSTT_1D:
762 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
763 break;
764 case WINED3DSTT_2D:
765 if(device->stateBlock->textures[i] &&
766 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
767 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
768 } else {
769 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
771 break;
772 case WINED3DSTT_CUBE:
773 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
774 break;
775 case WINED3DSTT_VOLUME:
776 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
777 break;
778 default:
779 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
780 FIXME("Unrecognized sampler type: %#x\n", stype);
781 break;
786 /* Declare address variables */
787 for (i = 0; i < This->baseShader.limits.address; i++) {
788 if (reg_maps->address[i])
789 shader_addline(buffer, "ivec4 A%d;\n", i);
792 /* Declare texture coordinate temporaries and initialize them */
793 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
794 if (reg_maps->texcoord[i])
795 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
798 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
799 * helper function shader that is linked in at link time
801 if (pshader && shader_version >= WINED3DPS_VERSION(3, 0))
803 if (use_vs(device->stateBlock))
805 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
806 } else {
807 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
808 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
809 * pixel shader that reads the fixed function color into the packed input registers.
811 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
815 /* Declare output register temporaries */
816 if(This->baseShader.limits.packed_output) {
817 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
820 /* Declare temporary variables */
821 for(i = 0; i < This->baseShader.limits.temporary; i++) {
822 if (reg_maps->temporary[i])
823 shader_addline(buffer, "vec4 R%u;\n", i);
826 /* Declare attributes */
827 for (i = 0; i < This->baseShader.limits.attributes; i++) {
828 if (reg_maps->attributes[i])
829 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
832 /* Declare loop registers aLx */
833 for (i = 0; i < reg_maps->loop_depth; i++) {
834 shader_addline(buffer, "int aL%u;\n", i);
835 shader_addline(buffer, "int tmpInt%u;\n", i);
838 /* Temporary variables for matrix operations */
839 shader_addline(buffer, "vec4 tmp0;\n");
840 shader_addline(buffer, "vec4 tmp1;\n");
842 /* Local constants use a different name so they can be loaded once at shader link time
843 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
844 * float -> string conversion can cause precision loss.
846 if(!This->baseShader.load_local_constsF) {
847 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
848 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
852 /* Start the main program */
853 shader_addline(buffer, "void main() {\n");
854 if(pshader && reg_maps->vpos) {
855 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
856 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
857 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
858 * precision troubles when we just substract 0.5.
860 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
862 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
864 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
865 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
866 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
867 * correctly on drivers that returns integer values.
869 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
873 /*****************************************************************************
874 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
876 * For more information, see http://wiki.winehq.org/DirectX-Shaders
877 ****************************************************************************/
879 /* Prototypes */
880 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
881 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
883 /** Used for opcode modifiers - They multiply the result by the specified amount */
884 static const char * const shift_glsl_tab[] = {
885 "", /* 0 (none) */
886 "2.0 * ", /* 1 (x2) */
887 "4.0 * ", /* 2 (x4) */
888 "8.0 * ", /* 3 (x8) */
889 "16.0 * ", /* 4 (x16) */
890 "32.0 * ", /* 5 (x32) */
891 "", /* 6 (x64) */
892 "", /* 7 (x128) */
893 "", /* 8 (d256) */
894 "", /* 9 (d128) */
895 "", /* 10 (d64) */
896 "", /* 11 (d32) */
897 "0.0625 * ", /* 12 (d16) */
898 "0.125 * ", /* 13 (d8) */
899 "0.25 * ", /* 14 (d4) */
900 "0.5 * " /* 15 (d2) */
903 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
904 static void shader_glsl_gen_modifier (
905 const DWORD instr,
906 const char *in_reg,
907 const char *in_regswizzle,
908 char *out_str) {
910 out_str[0] = 0;
912 if (instr == WINED3DSIO_TEXKILL)
913 return;
915 switch (instr & WINED3DSP_SRCMOD_MASK) {
916 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
917 case WINED3DSPSM_DW:
918 case WINED3DSPSM_NONE:
919 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
920 break;
921 case WINED3DSPSM_NEG:
922 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
923 break;
924 case WINED3DSPSM_NOT:
925 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
926 break;
927 case WINED3DSPSM_BIAS:
928 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
929 break;
930 case WINED3DSPSM_BIASNEG:
931 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
932 break;
933 case WINED3DSPSM_SIGN:
934 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
935 break;
936 case WINED3DSPSM_SIGNNEG:
937 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
938 break;
939 case WINED3DSPSM_COMP:
940 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
941 break;
942 case WINED3DSPSM_X2:
943 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
944 break;
945 case WINED3DSPSM_X2NEG:
946 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
947 break;
948 case WINED3DSPSM_ABS:
949 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
950 break;
951 case WINED3DSPSM_ABSNEG:
952 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
953 break;
954 default:
955 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
956 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
960 /** Writes the GLSL variable name that corresponds to the register that the
961 * DX opcode parameter is trying to access */
962 static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_token,
963 char *regstr, BOOL *is_color, const SHADER_OPCODE_ARG *arg)
965 /* oPos, oFog and oPts in D3D */
966 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
968 DWORD reg = param & WINED3DSP_REGNUM_MASK;
969 DWORD regtype = shader_get_regtype(param);
970 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
971 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
972 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
973 DWORD shader_version = This->baseShader.reg_maps.shader_version;
974 char pshader = shader_is_pshader_version(shader_version);
975 char tmpStr[150];
977 *is_color = FALSE;
979 switch (regtype) {
980 case WINED3DSPR_TEMP:
981 sprintf(tmpStr, "R%u", reg);
982 break;
983 case WINED3DSPR_INPUT:
984 if (pshader) {
985 /* Pixel shaders >= 3.0 */
986 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3)
988 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
990 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
991 glsl_src_param_t rel_param;
992 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
994 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
995 * operation there
997 if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
998 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
999 sprintf(tmpStr, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1000 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count - 1,
1001 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count,
1002 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
1003 } else {
1004 sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
1006 } else {
1007 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1008 sprintf(tmpStr, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1009 rel_param.param_str, in_count - 1,
1010 rel_param.param_str, in_count,
1011 rel_param.param_str);
1012 } else {
1013 sprintf(tmpStr, "IN[%s]", rel_param.param_str);
1016 } else {
1017 DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg];
1018 if (idx == in_count) {
1019 sprintf(tmpStr, "gl_Color");
1020 } else if (idx == in_count + 1) {
1021 sprintf(tmpStr, "gl_SecondaryColor");
1022 } else {
1023 sprintf(tmpStr, "IN[%u]", idx);
1026 } else {
1027 if (reg==0)
1028 strcpy(tmpStr, "gl_Color");
1029 else
1030 strcpy(tmpStr, "gl_SecondaryColor");
1032 } else {
1033 if (((IWineD3DVertexShaderImpl *)This)->swizzle_map & (1 << reg)) *is_color = TRUE;
1034 sprintf(tmpStr, "attrib%u", reg);
1036 break;
1037 case WINED3DSPR_CONST:
1039 const char prefix = pshader? 'P':'V';
1041 /* Relative addressing */
1042 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
1044 /* Relative addressing on shaders 2.0+ have a relative address token,
1045 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
1046 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
1048 glsl_src_param_t rel_param;
1049 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
1050 if(reg) {
1051 sprintf(tmpStr, "%cC[%s + %u]", prefix, rel_param.param_str, reg);
1052 } else {
1053 sprintf(tmpStr, "%cC[%s]", prefix, rel_param.param_str);
1055 } else {
1056 if(reg) {
1057 sprintf(tmpStr, "%cC[A0.x + %u]", prefix, reg);
1058 } else {
1059 sprintf(tmpStr, "%cC[A0.x]", prefix);
1063 } else {
1064 if(shader_constant_is_local(This, reg)) {
1065 sprintf(tmpStr, "%cLC%u", prefix, reg);
1066 } else {
1067 sprintf(tmpStr, "%cC[%u]", prefix, reg);
1071 break;
1073 case WINED3DSPR_CONSTINT:
1074 if (pshader)
1075 sprintf(tmpStr, "PI[%u]", reg);
1076 else
1077 sprintf(tmpStr, "VI[%u]", reg);
1078 break;
1079 case WINED3DSPR_CONSTBOOL:
1080 if (pshader)
1081 sprintf(tmpStr, "PB[%u]", reg);
1082 else
1083 sprintf(tmpStr, "VB[%u]", reg);
1084 break;
1085 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1086 if (pshader) {
1087 sprintf(tmpStr, "T%u", reg);
1088 } else {
1089 sprintf(tmpStr, "A%u", reg);
1091 break;
1092 case WINED3DSPR_LOOP:
1093 sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
1094 break;
1095 case WINED3DSPR_SAMPLER:
1096 if (pshader)
1097 sprintf(tmpStr, "Psampler%u", reg);
1098 else
1099 sprintf(tmpStr, "Vsampler%u", reg);
1100 break;
1101 case WINED3DSPR_COLOROUT:
1102 if (reg >= GL_LIMITS(buffers)) {
1103 WARN("Write to render target %u, only %d supported\n", reg, 4);
1105 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
1106 sprintf(tmpStr, "gl_FragData[%u]", reg);
1107 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1108 sprintf(tmpStr, "gl_FragColor");
1110 break;
1111 case WINED3DSPR_RASTOUT:
1112 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
1113 break;
1114 case WINED3DSPR_DEPTHOUT:
1115 sprintf(tmpStr, "gl_FragDepth");
1116 break;
1117 case WINED3DSPR_ATTROUT:
1118 if (reg == 0) {
1119 sprintf(tmpStr, "gl_FrontColor");
1120 } else {
1121 sprintf(tmpStr, "gl_FrontSecondaryColor");
1123 break;
1124 case WINED3DSPR_TEXCRDOUT:
1125 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1126 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) sprintf(tmpStr, "OUT[%u]", reg);
1127 else sprintf(tmpStr, "gl_TexCoord[%u]", reg);
1128 break;
1129 case WINED3DSPR_MISCTYPE:
1130 if (reg == 0) {
1131 /* vPos */
1132 sprintf(tmpStr, "vpos");
1133 } else if (reg == 1){
1134 /* Note that gl_FrontFacing is a bool, while vFace is
1135 * a float for which the sign determines front/back
1137 sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
1138 } else {
1139 FIXME("Unhandled misctype register %d\n", reg);
1140 sprintf(tmpStr, "unrecognized_register");
1142 break;
1143 default:
1144 FIXME("Unhandled register name Type(%d)\n", regtype);
1145 sprintf(tmpStr, "unrecognized_register");
1146 break;
1149 strcat(regstr, tmpStr);
1152 /* Get the GLSL write mask for the destination register */
1153 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
1154 char *ptr = write_mask;
1155 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
1157 if (shader_is_scalar(param)) {
1158 mask = WINED3DSP_WRITEMASK_0;
1159 } else {
1160 *ptr++ = '.';
1161 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1162 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1163 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1164 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1167 *ptr = '\0';
1169 return mask;
1172 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1173 unsigned int size = 0;
1175 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1176 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1177 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1178 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1180 return size;
1183 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
1184 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1185 * but addressed as "rgba". To fix this we need to swap the register's x
1186 * and z components. */
1187 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1188 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1189 char *ptr = swizzle_str;
1191 if (!shader_is_scalar(param)) {
1192 *ptr++ = '.';
1193 /* swizzle bits fields: wwzzyyxx */
1194 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
1195 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
1196 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
1197 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
1200 *ptr = '\0';
1203 /* From a given parameter token, generate the corresponding GLSL string.
1204 * Also, return the actual register name and swizzle in case the
1205 * caller needs this information as well. */
1206 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
1207 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param)
1209 BOOL is_color = FALSE;
1210 char swizzle_str[6];
1212 src_param->reg_name[0] = '\0';
1213 src_param->param_str[0] = '\0';
1214 swizzle_str[0] = '\0';
1216 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
1218 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
1219 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
1222 /* From a given parameter token, generate the corresponding GLSL string.
1223 * Also, return the actual register name and swizzle in case the
1224 * caller needs this information as well. */
1225 static DWORD shader_glsl_add_dst_param(const SHADER_OPCODE_ARG* arg, const DWORD param,
1226 const DWORD addr_token, glsl_dst_param_t *dst_param)
1228 BOOL is_color = FALSE;
1230 dst_param->mask_str[0] = '\0';
1231 dst_param->reg_name[0] = '\0';
1233 shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
1234 return shader_glsl_get_write_mask(param, dst_param->mask_str);
1237 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1238 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg, const DWORD param)
1240 glsl_dst_param_t dst_param;
1241 DWORD mask;
1242 int shift;
1244 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
1246 if(mask) {
1247 shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1248 shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
1251 return mask;
1254 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1255 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg)
1257 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
1260 /** Process GLSL instruction modifiers */
1261 void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG* arg)
1263 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
1265 if (arg->opcode->dst_token && mask != 0) {
1266 glsl_dst_param_t dst_param;
1268 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1270 if (mask & WINED3DSPDM_SATURATE) {
1271 /* _SAT means to clamp the value of the register to between 0 and 1 */
1272 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1273 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1275 if (mask & WINED3DSPDM_MSAMPCENTROID) {
1276 FIXME("_centroid modifier not handled\n");
1278 if (mask & WINED3DSPDM_PARTIALPRECISION) {
1279 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1284 static inline const char* shader_get_comp_op(
1285 const DWORD opcode) {
1287 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1288 switch (op) {
1289 case COMPARISON_GT: return ">";
1290 case COMPARISON_EQ: return "==";
1291 case COMPARISON_GE: return ">=";
1292 case COMPARISON_LT: return "<";
1293 case COMPARISON_NE: return "!=";
1294 case COMPARISON_LE: return "<=";
1295 default:
1296 FIXME("Unrecognized comparison value: %u\n", op);
1297 return "(\?\?)";
1301 static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, glsl_sample_function_t *sample_function) {
1302 /* Note that there's no such thing as a projected cube texture. */
1303 switch(sampler_type) {
1304 case WINED3DSTT_1D:
1305 sample_function->name = projected ? "texture1DProj" : "texture1D";
1306 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1307 break;
1308 case WINED3DSTT_2D:
1309 if(texrect) {
1310 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1311 } else {
1312 sample_function->name = projected ? "texture2DProj" : "texture2D";
1314 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1315 break;
1316 case WINED3DSTT_CUBE:
1317 sample_function->name = "textureCube";
1318 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1319 break;
1320 case WINED3DSTT_VOLUME:
1321 sample_function->name = projected ? "texture3DProj" : "texture3D";
1322 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1323 break;
1324 default:
1325 sample_function->name = "";
1326 sample_function->coord_mask = 0;
1327 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1328 break;
1332 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1333 BOOL sign_fixup, enum fixup_channel_source channel_source)
1335 switch(channel_source)
1337 case CHANNEL_SOURCE_ZERO:
1338 strcat(arguments, "0.0");
1339 break;
1341 case CHANNEL_SOURCE_ONE:
1342 strcat(arguments, "1.0");
1343 break;
1345 case CHANNEL_SOURCE_X:
1346 strcat(arguments, reg_name);
1347 strcat(arguments, ".x");
1348 break;
1350 case CHANNEL_SOURCE_Y:
1351 strcat(arguments, reg_name);
1352 strcat(arguments, ".y");
1353 break;
1355 case CHANNEL_SOURCE_Z:
1356 strcat(arguments, reg_name);
1357 strcat(arguments, ".z");
1358 break;
1360 case CHANNEL_SOURCE_W:
1361 strcat(arguments, reg_name);
1362 strcat(arguments, ".w");
1363 break;
1365 default:
1366 FIXME("Unhandled channel source %#x\n", channel_source);
1367 strcat(arguments, "undefined");
1368 break;
1371 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1374 static void shader_glsl_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup)
1376 unsigned int mask_size, remaining;
1377 glsl_dst_param_t dst_param;
1378 char arguments[256];
1379 DWORD mask;
1380 BOOL dummy;
1382 mask = 0;
1383 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1384 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1385 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1386 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1387 mask &= arg->dst;
1389 if (!mask) return; /* Nothing to do */
1391 if (is_yuv_fixup(fixup))
1393 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1394 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1395 return;
1398 mask_size = shader_glsl_get_write_mask_size(mask);
1400 dst_param.mask_str[0] = '\0';
1401 shader_glsl_get_write_mask(mask, dst_param.mask_str);
1403 dst_param.reg_name[0] = '\0';
1404 shader_glsl_get_register_name(arg->dst, arg->dst_addr, dst_param.reg_name, &dummy, arg);
1406 arguments[0] = '\0';
1407 remaining = mask_size;
1408 if (mask & WINED3DSP_WRITEMASK_0)
1410 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1411 if (--remaining) strcat(arguments, ", ");
1413 if (mask & WINED3DSP_WRITEMASK_1)
1415 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1416 if (--remaining) strcat(arguments, ", ");
1418 if (mask & WINED3DSP_WRITEMASK_2)
1420 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1421 if (--remaining) strcat(arguments, ", ");
1423 if (mask & WINED3DSP_WRITEMASK_3)
1425 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1426 if (--remaining) strcat(arguments, ", ");
1429 if (mask_size > 1)
1431 shader_addline(arg->buffer, "%s%s = vec%u(%s);\n",
1432 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1434 else
1436 shader_addline(arg->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1440 /*****************************************************************************
1442 * Begin processing individual instruction opcodes
1444 ****************************************************************************/
1446 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1447 static void shader_glsl_arith(const SHADER_OPCODE_ARG *arg)
1449 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1450 SHADER_BUFFER* buffer = arg->buffer;
1451 glsl_src_param_t src0_param;
1452 glsl_src_param_t src1_param;
1453 DWORD write_mask;
1454 char op;
1456 /* Determine the GLSL operator to use based on the opcode */
1457 switch (curOpcode->opcode) {
1458 case WINED3DSIO_MUL: op = '*'; break;
1459 case WINED3DSIO_ADD: op = '+'; break;
1460 case WINED3DSIO_SUB: op = '-'; break;
1461 default:
1462 op = ' ';
1463 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1464 break;
1467 write_mask = shader_glsl_append_dst(buffer, arg);
1468 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1469 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1470 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1473 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1474 static void shader_glsl_mov(const SHADER_OPCODE_ARG *arg)
1476 SHADER_BUFFER* buffer = arg->buffer;
1477 glsl_src_param_t src0_param;
1478 DWORD write_mask;
1480 write_mask = shader_glsl_append_dst(buffer, arg);
1481 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1483 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1484 * shader versions WINED3DSIO_MOVA is used for this. */
1485 if ((WINED3DSHADER_VERSION_MAJOR(arg->reg_maps->shader_version) == 1
1486 && !shader_is_pshader_version(arg->reg_maps->shader_version)
1487 && shader_get_regtype(arg->dst) == WINED3DSPR_ADDR))
1489 /* This is a simple floor() */
1490 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1491 if (mask_size > 1) {
1492 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1493 } else {
1494 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1496 } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
1497 /* We need to *round* to the nearest int here. */
1498 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1499 if (mask_size > 1) {
1500 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);
1501 } else {
1502 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1504 } else {
1505 shader_addline(buffer, "%s);\n", src0_param.param_str);
1509 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1510 static void shader_glsl_dot(const SHADER_OPCODE_ARG *arg)
1512 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1513 SHADER_BUFFER* buffer = arg->buffer;
1514 glsl_src_param_t src0_param;
1515 glsl_src_param_t src1_param;
1516 DWORD dst_write_mask, src_write_mask;
1517 unsigned int dst_size = 0;
1519 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1520 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1522 /* dp3 works on vec3, dp4 on vec4 */
1523 if (curOpcode->opcode == WINED3DSIO_DP4) {
1524 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1525 } else {
1526 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1529 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
1530 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
1532 if (dst_size > 1) {
1533 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1534 } else {
1535 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1539 /* Note that this instruction has some restrictions. The destination write mask
1540 * can't contain the w component, and the source swizzles have to be .xyzw */
1541 static void shader_glsl_cross(const SHADER_OPCODE_ARG *arg)
1543 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1544 glsl_src_param_t src0_param;
1545 glsl_src_param_t src1_param;
1546 char dst_mask[6];
1548 shader_glsl_get_write_mask(arg->dst, dst_mask);
1549 shader_glsl_append_dst(arg->buffer, arg);
1550 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1551 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1552 shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1555 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1556 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1557 * GLSL uses the value as-is. */
1558 static void shader_glsl_pow(const SHADER_OPCODE_ARG *arg)
1560 SHADER_BUFFER *buffer = arg->buffer;
1561 glsl_src_param_t src0_param;
1562 glsl_src_param_t src1_param;
1563 DWORD dst_write_mask;
1564 unsigned int dst_size;
1566 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1567 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1569 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1570 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1572 if (dst_size > 1) {
1573 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1574 } else {
1575 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1579 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1580 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1581 * GLSL uses the value as-is. */
1582 static void shader_glsl_log(const SHADER_OPCODE_ARG *arg)
1584 SHADER_BUFFER *buffer = arg->buffer;
1585 glsl_src_param_t src0_param;
1586 DWORD dst_write_mask;
1587 unsigned int dst_size;
1589 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1590 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1592 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1594 if (dst_size > 1) {
1595 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1596 } else {
1597 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1601 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1602 static void shader_glsl_map2gl(const SHADER_OPCODE_ARG *arg)
1604 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1605 SHADER_BUFFER* buffer = arg->buffer;
1606 glsl_src_param_t src_param;
1607 const char *instruction;
1608 char arguments[256];
1609 DWORD write_mask;
1610 unsigned i;
1612 /* Determine the GLSL function to use based on the opcode */
1613 /* TODO: Possibly make this a table for faster lookups */
1614 switch (curOpcode->opcode) {
1615 case WINED3DSIO_MIN: instruction = "min"; break;
1616 case WINED3DSIO_MAX: instruction = "max"; break;
1617 case WINED3DSIO_ABS: instruction = "abs"; break;
1618 case WINED3DSIO_FRC: instruction = "fract"; break;
1619 case WINED3DSIO_NRM: instruction = "normalize"; break;
1620 case WINED3DSIO_EXP: instruction = "exp2"; break;
1621 case WINED3DSIO_SGN: instruction = "sign"; break;
1622 case WINED3DSIO_DSX: instruction = "dFdx"; break;
1623 case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
1624 default: instruction = "";
1625 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1626 break;
1629 write_mask = shader_glsl_append_dst(buffer, arg);
1631 arguments[0] = '\0';
1632 if (curOpcode->num_params > 0) {
1633 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
1634 strcat(arguments, src_param.param_str);
1635 for (i = 2; i < curOpcode->num_params; ++i) {
1636 strcat(arguments, ", ");
1637 shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
1638 strcat(arguments, src_param.param_str);
1642 shader_addline(buffer, "%s(%s));\n", instruction, arguments);
1645 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1646 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1647 * dst.x = 2^(floor(src))
1648 * dst.y = src - floor(src)
1649 * dst.z = 2^src (partial precision is allowed, but optional)
1650 * dst.w = 1.0;
1651 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1652 * dst = 2^src; (partial precision is allowed, but optional)
1654 static void shader_glsl_expp(const SHADER_OPCODE_ARG *arg)
1656 glsl_src_param_t src_param;
1658 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1660 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(2,0))
1662 char dst_mask[6];
1664 shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1665 shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1666 shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1667 shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
1669 shader_glsl_append_dst(arg->buffer, arg);
1670 shader_glsl_get_write_mask(arg->dst, dst_mask);
1671 shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
1672 } else {
1673 DWORD write_mask;
1674 unsigned int mask_size;
1676 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1677 mask_size = shader_glsl_get_write_mask_size(write_mask);
1679 if (mask_size > 1) {
1680 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1681 } else {
1682 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1687 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1688 static void shader_glsl_rcp(const SHADER_OPCODE_ARG *arg)
1690 glsl_src_param_t src_param;
1691 DWORD write_mask;
1692 unsigned int mask_size;
1694 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1695 mask_size = shader_glsl_get_write_mask_size(write_mask);
1696 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1698 if (mask_size > 1) {
1699 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1700 } else {
1701 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1705 static void shader_glsl_rsq(const SHADER_OPCODE_ARG *arg)
1707 SHADER_BUFFER* buffer = arg->buffer;
1708 glsl_src_param_t src_param;
1709 DWORD write_mask;
1710 unsigned int mask_size;
1712 write_mask = shader_glsl_append_dst(buffer, arg);
1713 mask_size = shader_glsl_get_write_mask_size(write_mask);
1715 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1717 if (mask_size > 1) {
1718 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1719 } else {
1720 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1724 /** Process signed comparison opcodes in GLSL. */
1725 static void shader_glsl_compare(const SHADER_OPCODE_ARG *arg)
1727 glsl_src_param_t src0_param;
1728 glsl_src_param_t src1_param;
1729 DWORD write_mask;
1730 unsigned int mask_size;
1732 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1733 mask_size = shader_glsl_get_write_mask_size(write_mask);
1734 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1735 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1737 if (mask_size > 1) {
1738 const char *compare;
1740 switch(arg->opcode->opcode) {
1741 case WINED3DSIO_SLT: compare = "lessThan"; break;
1742 case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
1743 default: compare = "";
1744 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1747 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1748 src0_param.param_str, src1_param.param_str);
1749 } else {
1750 switch(arg->opcode->opcode) {
1751 case WINED3DSIO_SLT:
1752 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1753 * to return 0.0 but step returns 1.0 because step is not < x
1754 * An alternative is a bvec compare padded with an unused second component.
1755 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1756 * issue. Playing with not() is not possible either because not() does not accept
1757 * a scalar.
1759 shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
1760 break;
1761 case WINED3DSIO_SGE:
1762 /* Here we can use the step() function and safe a conditional */
1763 shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1764 break;
1765 default:
1766 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1772 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1773 static void shader_glsl_cmp(const SHADER_OPCODE_ARG *arg)
1775 glsl_src_param_t src0_param;
1776 glsl_src_param_t src1_param;
1777 glsl_src_param_t src2_param;
1778 DWORD write_mask, cmp_channel = 0;
1779 unsigned int i, j;
1780 char mask_char[6];
1781 BOOL temp_destination = FALSE;
1783 if(shader_is_scalar(arg->src[0])) {
1784 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1786 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1787 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1788 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1790 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1791 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1792 } else {
1793 DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
1794 DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1795 DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
1796 DWORD src0regtype = shader_get_regtype(arg->src[0]);
1797 DWORD src1regtype = shader_get_regtype(arg->src[1]);
1798 DWORD src2regtype = shader_get_regtype(arg->src[2]);
1799 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1800 DWORD dstregtype = shader_get_regtype(arg->dst);
1802 /* Cycle through all source0 channels */
1803 for (i=0; i<4; i++) {
1804 write_mask = 0;
1805 /* Find the destination channels which use the current source0 channel */
1806 for (j=0; j<4; j++) {
1807 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1808 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1809 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1813 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1814 * The first lines may overwrite source parameters of the following lines.
1815 * Deal with that by using a temporary destination register if needed
1817 if((src0reg == dstreg && src0regtype == dstregtype) ||
1818 (src1reg == dstreg && src1regtype == dstregtype) ||
1819 (src2reg == dstreg && src2regtype == dstregtype)) {
1821 write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
1822 if (!write_mask) continue;
1823 shader_addline(arg->buffer, "tmp0%s = (", mask_char);
1824 temp_destination = TRUE;
1825 } else {
1826 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1827 if (!write_mask) continue;
1830 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1831 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1832 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1834 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1835 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1838 if(temp_destination) {
1839 shader_glsl_get_write_mask(arg->dst, mask_char);
1840 shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
1841 shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
1847 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1848 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1849 * the compare is done per component of src0. */
1850 static void shader_glsl_cnd(const SHADER_OPCODE_ARG *arg)
1852 glsl_src_param_t src0_param;
1853 glsl_src_param_t src1_param;
1854 glsl_src_param_t src2_param;
1855 DWORD write_mask, cmp_channel = 0;
1856 unsigned int i, j;
1858 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(1, 4))
1860 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1861 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1862 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1863 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1865 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1866 if(arg->opcode_token & WINED3DSI_COISSUE) {
1867 shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
1868 } else {
1869 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1870 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1872 return;
1874 /* Cycle through all source0 channels */
1875 for (i=0; i<4; i++) {
1876 write_mask = 0;
1877 /* Find the destination channels which use the current source0 channel */
1878 for (j=0; j<4; j++) {
1879 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1880 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1881 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1884 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1885 if (!write_mask) continue;
1887 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1888 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1889 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1891 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1892 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1896 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1897 static void shader_glsl_mad(const SHADER_OPCODE_ARG *arg)
1899 glsl_src_param_t src0_param;
1900 glsl_src_param_t src1_param;
1901 glsl_src_param_t src2_param;
1902 DWORD write_mask;
1904 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1905 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1906 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1907 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1908 shader_addline(arg->buffer, "(%s * %s) + %s);\n",
1909 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1912 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1913 Vertex shaders to GLSL codes */
1914 static void shader_glsl_mnxn(const SHADER_OPCODE_ARG *arg)
1916 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1917 const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins;
1918 DWORD shader_version = arg->reg_maps->shader_version;
1919 int i;
1920 int nComponents = 0;
1921 SHADER_OPCODE_ARG tmpArg;
1923 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1925 /* Set constants for the temporary argument */
1926 tmpArg.shader = arg->shader;
1927 tmpArg.buffer = arg->buffer;
1928 tmpArg.src[0] = arg->src[0];
1929 tmpArg.src_addr[0] = arg->src_addr[0];
1930 tmpArg.src_addr[1] = arg->src_addr[1];
1931 tmpArg.reg_maps = arg->reg_maps;
1933 switch(arg->opcode->opcode) {
1934 case WINED3DSIO_M4x4:
1935 nComponents = 4;
1936 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1937 break;
1938 case WINED3DSIO_M4x3:
1939 nComponents = 3;
1940 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1941 break;
1942 case WINED3DSIO_M3x4:
1943 nComponents = 4;
1944 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1945 break;
1946 case WINED3DSIO_M3x3:
1947 nComponents = 3;
1948 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1949 break;
1950 case WINED3DSIO_M3x2:
1951 nComponents = 2;
1952 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1953 break;
1954 default:
1955 break;
1958 for (i = 0; i < nComponents; i++) {
1959 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1960 tmpArg.src[1] = arg->src[1]+i;
1961 shader_glsl_dot(&tmpArg);
1966 The LRP instruction performs a component-wise linear interpolation
1967 between the second and third operands using the first operand as the
1968 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1969 This is equivalent to mix(src2, src1, src0);
1971 static void shader_glsl_lrp(const SHADER_OPCODE_ARG *arg)
1973 glsl_src_param_t src0_param;
1974 glsl_src_param_t src1_param;
1975 glsl_src_param_t src2_param;
1976 DWORD write_mask;
1978 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1980 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1981 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1982 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1984 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
1985 src2_param.param_str, src1_param.param_str, src0_param.param_str);
1988 /** Process the WINED3DSIO_LIT instruction in GLSL:
1989 * dst.x = dst.w = 1.0
1990 * dst.y = (src0.x > 0) ? src0.x
1991 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1992 * where src.w is clamped at +- 128
1994 static void shader_glsl_lit(const SHADER_OPCODE_ARG *arg)
1996 glsl_src_param_t src0_param;
1997 glsl_src_param_t src1_param;
1998 glsl_src_param_t src3_param;
1999 char dst_mask[6];
2001 shader_glsl_append_dst(arg->buffer, arg);
2002 shader_glsl_get_write_mask(arg->dst, dst_mask);
2004 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2005 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
2006 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
2008 /* The sdk specifies the instruction like this
2009 * dst.x = 1.0;
2010 * if(src.x > 0.0) dst.y = src.x
2011 * else dst.y = 0.0.
2012 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2013 * else dst.z = 0.0;
2014 * dst.w = 1.0;
2016 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2017 * dst.x = 1.0 ... No further explanation needed
2018 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2019 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2020 * dst.w = 1.0. ... Nothing fancy.
2022 * So we still have one conditional in there. So do this:
2023 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2025 * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
2026 * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
2027 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2029 shader_addline(arg->buffer, "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2030 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2033 /** Process the WINED3DSIO_DST instruction in GLSL:
2034 * dst.x = 1.0
2035 * dst.y = src0.x * src0.y
2036 * dst.z = src0.z
2037 * dst.w = src1.w
2039 static void shader_glsl_dst(const SHADER_OPCODE_ARG *arg)
2041 glsl_src_param_t src0y_param;
2042 glsl_src_param_t src0z_param;
2043 glsl_src_param_t src1y_param;
2044 glsl_src_param_t src1w_param;
2045 char dst_mask[6];
2047 shader_glsl_append_dst(arg->buffer, arg);
2048 shader_glsl_get_write_mask(arg->dst, dst_mask);
2050 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2051 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2052 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2053 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2055 shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2056 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2059 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2060 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2061 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2063 * dst.x = cos(src0.?)
2064 * dst.y = sin(src0.?)
2065 * dst.z = dst.z
2066 * dst.w = dst.w
2068 static void shader_glsl_sincos(const SHADER_OPCODE_ARG *arg)
2070 glsl_src_param_t src0_param;
2071 DWORD write_mask;
2073 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2074 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2076 switch (write_mask) {
2077 case WINED3DSP_WRITEMASK_0:
2078 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
2079 break;
2081 case WINED3DSP_WRITEMASK_1:
2082 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
2083 break;
2085 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2086 shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2087 break;
2089 default:
2090 ERR("Write mask should be .x, .y or .xy\n");
2091 break;
2095 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2096 * Start a for() loop where src1.y is the initial value of aL,
2097 * increment aL by src1.z for a total of src1.x iterations.
2098 * Need to use a temporary variable for this operation.
2100 /* FIXME: I don't think nested loops will work correctly this way. */
2101 static void shader_glsl_loop(const SHADER_OPCODE_ARG *arg)
2103 glsl_src_param_t src1_param;
2104 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2105 DWORD regtype = shader_get_regtype(arg->src[1]);
2106 DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
2107 const DWORD *control_values = NULL;
2108 const local_constant *constant;
2110 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2112 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2113 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2114 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2115 * addressing.
2117 if(regtype == WINED3DSPR_CONSTINT) {
2118 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2119 if(constant->idx == reg) {
2120 control_values = constant->value;
2121 break;
2126 if(control_values) {
2127 if(control_values[2] > 0) {
2128 shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2129 shader->baseShader.cur_loop_depth, control_values[1],
2130 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2131 shader->baseShader.cur_loop_depth, control_values[2]);
2132 } else if(control_values[2] == 0) {
2133 shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2134 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2135 shader->baseShader.cur_loop_depth, control_values[0],
2136 shader->baseShader.cur_loop_depth);
2137 } else {
2138 shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2139 shader->baseShader.cur_loop_depth, control_values[1],
2140 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2141 shader->baseShader.cur_loop_depth, control_values[2]);
2143 } else {
2144 shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2145 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2146 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2147 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2150 shader->baseShader.cur_loop_depth++;
2151 shader->baseShader.cur_loop_regno++;
2154 static void shader_glsl_end(const SHADER_OPCODE_ARG *arg)
2156 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2158 shader_addline(arg->buffer, "}\n");
2160 if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
2161 shader->baseShader.cur_loop_depth--;
2162 shader->baseShader.cur_loop_regno--;
2164 if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
2165 shader->baseShader.cur_loop_depth--;
2169 static void shader_glsl_rep(const SHADER_OPCODE_ARG *arg)
2171 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2172 glsl_src_param_t src0_param;
2174 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2175 shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2176 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2177 src0_param.param_str, shader->baseShader.cur_loop_depth);
2178 shader->baseShader.cur_loop_depth++;
2181 static void shader_glsl_if(const SHADER_OPCODE_ARG *arg)
2183 glsl_src_param_t src0_param;
2185 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2186 shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
2189 static void shader_glsl_ifc(const SHADER_OPCODE_ARG *arg)
2191 glsl_src_param_t src0_param;
2192 glsl_src_param_t src1_param;
2194 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2195 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2197 shader_addline(arg->buffer, "if (%s %s %s) {\n",
2198 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2201 static void shader_glsl_else(const SHADER_OPCODE_ARG *arg)
2203 shader_addline(arg->buffer, "} else {\n");
2206 static void shader_glsl_break(const SHADER_OPCODE_ARG *arg)
2208 shader_addline(arg->buffer, "break;\n");
2211 /* FIXME: According to MSDN the compare is done per component. */
2212 static void shader_glsl_breakc(const SHADER_OPCODE_ARG *arg)
2214 glsl_src_param_t src0_param;
2215 glsl_src_param_t src1_param;
2217 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2218 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2220 shader_addline(arg->buffer, "if (%s %s %s) break;\n",
2221 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2224 static void shader_glsl_label(const SHADER_OPCODE_ARG *arg)
2227 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2228 shader_addline(arg->buffer, "}\n");
2229 shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
2232 static void shader_glsl_call(const SHADER_OPCODE_ARG *arg)
2234 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2235 shader_addline(arg->buffer, "subroutine%u();\n", snum);
2238 static void shader_glsl_callnz(const SHADER_OPCODE_ARG *arg)
2240 glsl_src_param_t src1_param;
2242 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2243 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2244 shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
2247 /*********************************************
2248 * Pixel Shader Specific Code begins here
2249 ********************************************/
2250 static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
2252 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2253 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2254 DWORD shader_version = arg->reg_maps->shader_version;
2255 char dst_swizzle[6];
2256 glsl_sample_function_t sample_function;
2257 DWORD sampler_type;
2258 DWORD sampler_idx;
2259 BOOL projected, texrect = FALSE;
2260 DWORD mask = 0;
2262 /* All versions have a destination register */
2263 shader_glsl_append_dst(arg->buffer, arg);
2265 /* 1.0-1.4: Use destination register as sampler source.
2266 * 2.0+: Use provided sampler source. */
2267 if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2268 else sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2269 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2271 if (shader_version < WINED3DPS_VERSION(1,4))
2273 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2275 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2276 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2277 projected = TRUE;
2278 switch (flags & ~WINED3DTTFF_PROJECTED) {
2279 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2280 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2281 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2282 case WINED3DTTFF_COUNT4:
2283 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2285 } else {
2286 projected = FALSE;
2289 else if (shader_version < WINED3DPS_VERSION(2,0))
2291 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2293 if (src_mod == WINED3DSPSM_DZ) {
2294 projected = TRUE;
2295 mask = WINED3DSP_WRITEMASK_2;
2296 } else if (src_mod == WINED3DSPSM_DW) {
2297 projected = TRUE;
2298 mask = WINED3DSP_WRITEMASK_3;
2299 } else {
2300 projected = FALSE;
2302 } else {
2303 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
2304 /* ps 2.0 texldp instruction always divides by the fourth component. */
2305 projected = TRUE;
2306 mask = WINED3DSP_WRITEMASK_3;
2307 } else {
2308 projected = FALSE;
2312 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2313 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2314 texrect = TRUE;
2317 shader_glsl_get_sample_function(sampler_type, projected, texrect, &sample_function);
2318 mask |= sample_function.coord_mask;
2320 if (shader_version < WINED3DPS_VERSION(2,0)) shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2321 else shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2323 /* 1.0-1.3: Use destination register as coordinate source.
2324 1.4+: Use provided coordinate source register. */
2325 if (shader_version < WINED3DPS_VERSION(1,4))
2327 char coord_mask[6];
2328 shader_glsl_get_write_mask(mask, coord_mask);
2329 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
2330 sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
2331 } else {
2332 glsl_src_param_t coord_param;
2333 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
2334 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
2335 glsl_src_param_t bias;
2336 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
2338 shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n",
2339 sample_function.name, sampler_idx, coord_param.param_str,
2340 bias.param_str, dst_swizzle);
2341 } else {
2342 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
2343 sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
2348 static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
2350 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
2351 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2352 glsl_sample_function_t sample_function;
2353 glsl_src_param_t coord_param, lod_param;
2354 char dst_swizzle[6];
2355 DWORD sampler_type;
2356 DWORD sampler_idx;
2357 BOOL texrect = FALSE;
2359 shader_glsl_append_dst(arg->buffer, arg);
2360 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2362 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2363 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2364 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2365 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2366 texrect = TRUE;
2368 shader_glsl_get_sample_function(sampler_type, FALSE, texrect, &sample_function); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param);
2370 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
2372 if (shader_is_pshader_version(arg->reg_maps->shader_version))
2374 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2375 * However, they seem to work just fine in fragment shaders as well. */
2376 WARN("Using %sLod in fragment shader.\n", sample_function.name);
2377 shader_addline(arg->buffer, "%sLod(Psampler%u, %s, %s)%s);\n",
2378 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2379 } else {
2380 shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n",
2381 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2385 static void pshader_glsl_texcoord(const SHADER_OPCODE_ARG *arg)
2387 /* FIXME: Make this work for more than just 2D textures */
2388 SHADER_BUFFER* buffer = arg->buffer;
2389 DWORD write_mask;
2390 char dst_mask[6];
2392 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2393 shader_glsl_get_write_mask(write_mask, dst_mask);
2395 if (arg->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
2397 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2398 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
2399 } else {
2400 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
2401 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2402 char dst_swizzle[6];
2404 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
2406 if (src_mod == WINED3DSPSM_DZ) {
2407 glsl_src_param_t div_param;
2408 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2409 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
2411 if (mask_size > 1) {
2412 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2413 } else {
2414 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2416 } else if (src_mod == WINED3DSPSM_DW) {
2417 glsl_src_param_t div_param;
2418 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2419 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
2421 if (mask_size > 1) {
2422 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2423 } else {
2424 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2426 } else {
2427 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2432 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2433 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2434 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2435 static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
2437 glsl_src_param_t src0_param;
2438 char dst_mask[6];
2439 glsl_sample_function_t sample_function;
2440 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2441 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2442 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2444 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2446 shader_glsl_append_dst(arg->buffer, arg);
2447 shader_glsl_get_write_mask(arg->dst, dst_mask);
2449 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2450 * scalar, and projected sampling would require 4.
2452 * It is a dependent read - not valid with conditional NP2 textures
2454 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2456 switch(count_bits(sample_function.coord_mask)) {
2457 case 1:
2458 shader_addline(arg->buffer, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2459 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2460 break;
2462 case 2:
2463 shader_addline(arg->buffer, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2464 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2465 break;
2467 case 3:
2468 shader_addline(arg->buffer, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2469 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2470 break;
2471 default:
2472 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
2476 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2477 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2478 static void pshader_glsl_texdp3(const SHADER_OPCODE_ARG *arg)
2480 glsl_src_param_t src0_param;
2481 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2482 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2483 DWORD dst_mask;
2484 unsigned int mask_size;
2486 dst_mask = shader_glsl_append_dst(arg->buffer, arg);
2487 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2488 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2490 if (mask_size > 1) {
2491 shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2492 } else {
2493 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2497 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2498 * Calculate the depth as dst.x / dst.y */
2499 static void pshader_glsl_texdepth(const SHADER_OPCODE_ARG *arg)
2501 glsl_dst_param_t dst_param;
2503 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2505 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2506 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2507 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2508 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2509 * >= 1.0 or < 0.0
2511 shader_addline(arg->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", dst_param.reg_name, dst_param.reg_name);
2514 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2515 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2516 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2517 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2519 static void pshader_glsl_texm3x2depth(const SHADER_OPCODE_ARG *arg)
2521 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2522 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2523 glsl_src_param_t src0_param;
2525 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2527 shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2528 shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2531 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2532 * Calculate the 1st of a 2-row matrix multiplication. */
2533 static void pshader_glsl_texm3x2pad(const SHADER_OPCODE_ARG *arg)
2535 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2536 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2537 SHADER_BUFFER* buffer = arg->buffer;
2538 glsl_src_param_t src0_param;
2540 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2541 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2544 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2545 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2546 static void pshader_glsl_texm3x3pad(const SHADER_OPCODE_ARG* arg)
2548 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2549 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2550 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2551 SHADER_BUFFER* buffer = arg->buffer;
2552 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2553 glsl_src_param_t src0_param;
2555 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2556 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2557 current_state->texcoord_w[current_state->current_row++] = reg;
2560 static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG *arg)
2562 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2563 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2564 SHADER_BUFFER* buffer = arg->buffer;
2565 glsl_src_param_t src0_param;
2566 char dst_mask[6];
2568 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2569 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2571 shader_glsl_append_dst(buffer, arg);
2572 shader_glsl_get_write_mask(arg->dst, dst_mask);
2574 /* Sample the texture using the calculated coordinates */
2575 shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask);
2578 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2579 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2580 static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg)
2582 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2583 glsl_src_param_t src0_param;
2584 char dst_mask[6];
2585 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2586 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2587 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2588 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2589 glsl_sample_function_t sample_function;
2591 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2592 shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2594 shader_glsl_append_dst(arg->buffer, arg);
2595 shader_glsl_get_write_mask(arg->dst, dst_mask);
2596 /* Dependent read, not valid with conditional NP2 */
2597 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2599 /* Sample the texture using the calculated coordinates */
2600 shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2602 current_state->current_row = 0;
2605 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2606 * Perform the 3rd row of a 3x3 matrix multiply */
2607 static void pshader_glsl_texm3x3(const SHADER_OPCODE_ARG *arg)
2609 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2610 glsl_src_param_t src0_param;
2611 char dst_mask[6];
2612 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2613 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2614 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2616 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2618 shader_glsl_append_dst(arg->buffer, arg);
2619 shader_glsl_get_write_mask(arg->dst, dst_mask);
2620 shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2622 current_state->current_row = 0;
2625 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2626 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2627 static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg)
2629 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2630 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2631 glsl_src_param_t src0_param;
2632 glsl_src_param_t src1_param;
2633 char dst_mask[6];
2634 SHADER_BUFFER* buffer = arg->buffer;
2635 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2636 DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2637 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2638 glsl_sample_function_t sample_function;
2640 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2641 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
2643 /* Perform the last matrix multiply operation */
2644 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2645 /* Reflection calculation */
2646 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2648 shader_glsl_append_dst(buffer, arg);
2649 shader_glsl_get_write_mask(arg->dst, dst_mask);
2650 /* Dependent read, not valid with conditional NP2 */
2651 shader_glsl_get_sample_function(stype, FALSE, FALSE, &sample_function);
2653 /* Sample the texture */
2654 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2656 current_state->current_row = 0;
2659 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2660 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2661 static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
2663 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2664 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2665 SHADER_BUFFER* buffer = arg->buffer;
2666 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2667 glsl_src_param_t src0_param;
2668 char dst_mask[6];
2669 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2670 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2671 glsl_sample_function_t sample_function;
2673 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2675 /* Perform the last matrix multiply operation */
2676 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2678 /* Construct the eye-ray vector from w coordinates */
2679 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2680 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2681 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2683 shader_glsl_append_dst(buffer, arg);
2684 shader_glsl_get_write_mask(arg->dst, dst_mask);
2685 /* Dependent read, not valid with conditional NP2 */
2686 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2688 /* Sample the texture using the calculated coordinates */
2689 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2691 current_state->current_row = 0;
2694 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2695 * Apply a fake bump map transform.
2696 * texbem is pshader <= 1.3 only, this saves a few version checks
2698 static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg)
2700 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2701 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2702 char dst_swizzle[6];
2703 glsl_sample_function_t sample_function;
2704 glsl_src_param_t coord_param;
2705 DWORD sampler_type;
2706 DWORD sampler_idx;
2707 DWORD mask;
2708 DWORD flags;
2709 char coord_mask[6];
2711 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2712 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2714 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2715 /* Dependent read, not valid with conditional NP2 */
2716 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2717 mask = sample_function.coord_mask;
2719 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2721 shader_glsl_get_write_mask(mask, coord_mask);
2723 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2724 * so we can't let the GL handle this.
2726 if (flags & WINED3DTTFF_PROJECTED) {
2727 DWORD div_mask=0;
2728 char coord_div_mask[3];
2729 switch (flags & ~WINED3DTTFF_PROJECTED) {
2730 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2731 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2732 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2733 case WINED3DTTFF_COUNT4:
2734 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2736 shader_glsl_get_write_mask(div_mask, coord_div_mask);
2737 shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2740 shader_glsl_append_dst(arg->buffer, arg);
2741 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
2742 if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
2743 glsl_src_param_t luminance_param;
2744 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2745 shader_addline(arg->buffer, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )*(%s * luminancescale%d + luminanceoffset%d))%s);\n",
2746 sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask,
2747 luminance_param.param_str, sampler_idx, sampler_idx, dst_swizzle);
2748 } else {
2749 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )%s);\n",
2750 sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask, dst_swizzle);
2754 static void pshader_glsl_bem(const SHADER_OPCODE_ARG *arg)
2756 glsl_src_param_t src0_param, src1_param;
2757 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2759 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
2760 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
2762 shader_glsl_append_dst(arg->buffer, arg);
2763 shader_addline(arg->buffer, "%s + bumpenvmat%d * %s);\n",
2764 src0_param.param_str, sampler_idx, src1_param.param_str);
2767 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2768 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2769 static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG *arg)
2771 glsl_src_param_t src0_param;
2772 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2773 char dst_mask[6];
2775 shader_glsl_append_dst(arg->buffer, arg);
2776 shader_glsl_get_write_mask(arg->dst, dst_mask);
2777 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2779 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2782 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2783 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2784 static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG *arg)
2786 glsl_src_param_t src0_param;
2787 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2788 char dst_mask[6];
2790 shader_glsl_append_dst(arg->buffer, arg);
2791 shader_glsl_get_write_mask(arg->dst, dst_mask);
2792 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2794 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2797 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2798 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2799 static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg)
2801 glsl_src_param_t src0_param;
2802 char dst_mask[6];
2803 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2804 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2805 glsl_sample_function_t sample_function;
2807 shader_glsl_append_dst(arg->buffer, arg);
2808 shader_glsl_get_write_mask(arg->dst, dst_mask);
2809 /* Dependent read, not valid with conditional NP2 */
2810 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2811 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
2813 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);
2816 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2817 * If any of the first 3 components are < 0, discard this pixel */
2818 static void pshader_glsl_texkill(const SHADER_OPCODE_ARG *arg)
2820 glsl_dst_param_t dst_param;
2822 /* The argument is a destination parameter, and no writemasks are allowed */
2823 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2824 if ((arg->reg_maps->shader_version >= WINED3DPS_VERSION(2,0)))
2826 /* 2.0 shaders compare all 4 components in texkill */
2827 shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2828 } else {
2829 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2830 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2831 * 4 components are defined, only the first 3 are used
2833 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2837 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2838 * dst = dot2(src0, src1) + src2 */
2839 static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG *arg)
2841 glsl_src_param_t src0_param;
2842 glsl_src_param_t src1_param;
2843 glsl_src_param_t src2_param;
2844 DWORD write_mask;
2845 unsigned int mask_size;
2847 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2848 mask_size = shader_glsl_get_write_mask_size(write_mask);
2850 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2851 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2852 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
2854 if (mask_size > 1) {
2855 shader_addline(arg->buffer, "vec%d(dot(%s, %s) + %s));\n", mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
2856 } else {
2857 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
2861 static void pshader_glsl_input_pack(SHADER_BUFFER* buffer, const struct semantic* semantics_in,
2862 IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
2864 unsigned int i;
2865 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2867 for (i = 0; i < MAX_REG_INPUT; i++) {
2869 DWORD usage_token = semantics_in[i].usage;
2870 DWORD register_token = semantics_in[i].reg;
2871 DWORD usage, usage_idx;
2872 char reg_mask[6];
2874 /* Uninitialized */
2875 if (!usage_token) continue;
2876 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2877 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2878 shader_glsl_get_write_mask(register_token, reg_mask);
2880 switch(usage) {
2882 case WINED3DDECLUSAGE_TEXCOORD:
2883 if(usage_idx < 8 && vertexprocessing == pretransformed) {
2884 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2885 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
2886 } else {
2887 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2888 This->input_reg_map[i], reg_mask, reg_mask);
2890 break;
2892 case WINED3DDECLUSAGE_COLOR:
2893 if (usage_idx == 0)
2894 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
2895 This->input_reg_map[i], reg_mask, reg_mask);
2896 else if (usage_idx == 1)
2897 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2898 This->input_reg_map[i], reg_mask, reg_mask);
2899 else
2900 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2901 This->input_reg_map[i], reg_mask, reg_mask);
2902 break;
2904 default:
2905 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2906 This->input_reg_map[i], reg_mask, reg_mask);
2911 /*********************************************
2912 * Vertex Shader Specific Code begins here
2913 ********************************************/
2915 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
2916 glsl_program_key_t *key;
2918 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2919 key->vshader = entry->vshader;
2920 key->pshader = entry->pshader;
2921 key->ps_args = entry->ps_args;
2923 hash_table_put(priv->glsl_program_lookup, key, entry);
2926 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
2927 GLhandleARB vshader, IWineD3DPixelShader *pshader, struct ps_compile_args *ps_args) {
2928 glsl_program_key_t key;
2930 key.vshader = vshader;
2931 key.pshader = pshader;
2932 key.ps_args = *ps_args;
2934 return (struct glsl_shader_prog_link *)hash_table_get(priv->glsl_program_lookup, &key);
2937 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
2938 struct glsl_shader_prog_link *entry)
2940 glsl_program_key_t *key;
2942 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2943 key->vshader = entry->vshader;
2944 key->pshader = entry->pshader;
2945 key->ps_args = entry->ps_args;
2946 hash_table_remove(priv->glsl_program_lookup, key);
2948 GL_EXTCALL(glDeleteObjectARB(entry->programId));
2949 if (entry->vshader) list_remove(&entry->vshader_entry);
2950 if (entry->pshader) list_remove(&entry->pshader_entry);
2951 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
2952 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
2953 HeapFree(GetProcessHeap(), 0, entry);
2956 static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *semantics_in,
2957 const struct semantic *semantics_out, const WineD3D_GL_Info *gl_info, const DWORD *map)
2959 unsigned int i, j;
2960 DWORD usage_token, usage_token_out;
2961 DWORD register_token, register_token_out;
2962 DWORD usage, usage_idx, usage_out, usage_idx_out;
2963 DWORD *set;
2964 DWORD in_idx;
2965 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
2966 char reg_mask[6], reg_mask_out[6];
2967 char destination[50];
2969 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
2971 if (!semantics_out) {
2972 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
2973 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
2974 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
2977 for(i = 0; i < MAX_REG_INPUT; i++) {
2978 usage_token = semantics_in[i].usage;
2979 if (!usage_token) continue;
2981 in_idx = map[i];
2982 if (in_idx >= (in_count + 2)) {
2983 FIXME("More input varyings declared than supported, expect issues\n");
2984 continue;
2985 } else if(map[i] == -1) {
2986 /* Declared, but not read register */
2987 continue;
2990 if (in_idx == in_count) {
2991 sprintf(destination, "gl_FrontColor");
2992 } else if (in_idx == in_count + 1) {
2993 sprintf(destination, "gl_FrontSecondaryColor");
2994 } else {
2995 sprintf(destination, "IN[%u]", in_idx);
2998 register_token = semantics_in[i].reg;
3000 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3001 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3002 set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
3004 if(!semantics_out) {
3005 switch(usage) {
3006 case WINED3DDECLUSAGE_COLOR:
3007 if (usage_idx == 0)
3008 shader_addline(buffer, "%s%s = front_color%s;\n",
3009 destination, reg_mask, reg_mask);
3010 else if (usage_idx == 1)
3011 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3012 destination, reg_mask, reg_mask);
3013 else
3014 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3015 destination, reg_mask, reg_mask);
3016 break;
3018 case WINED3DDECLUSAGE_TEXCOORD:
3019 if (usage_idx < 8) {
3020 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3021 destination, reg_mask, usage_idx, reg_mask);
3022 } else {
3023 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3024 destination, reg_mask, reg_mask);
3026 break;
3028 case WINED3DDECLUSAGE_FOG:
3029 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3030 destination, reg_mask, reg_mask);
3031 break;
3033 default:
3034 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3035 destination, reg_mask, reg_mask);
3037 } else {
3038 BOOL found = FALSE;
3039 for(j = 0; j < MAX_REG_OUTPUT; j++) {
3040 usage_token_out = semantics_out[j].usage;
3041 if (!usage_token_out) continue;
3042 register_token_out = semantics_out[j].reg;
3044 usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3045 usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3046 shader_glsl_get_write_mask(register_token_out, reg_mask_out);
3048 if(usage == usage_out &&
3049 usage_idx == usage_idx_out) {
3050 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3051 destination, reg_mask, j, reg_mask);
3052 found = TRUE;
3055 if(!found) {
3056 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3057 destination, reg_mask, reg_mask);
3062 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3063 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3064 * input varyings are assigned above, if the optimizer works properly.
3066 for(i = 0; i < in_count + 2; i++) {
3067 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
3068 unsigned int size = 0;
3069 memset(reg_mask, 0, sizeof(reg_mask));
3070 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3071 reg_mask[size] = 'x';
3072 size++;
3074 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3075 reg_mask[size] = 'y';
3076 size++;
3078 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3079 reg_mask[size] = 'z';
3080 size++;
3082 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3083 reg_mask[size] = 'w';
3084 size++;
3087 if (i == in_count) {
3088 sprintf(destination, "gl_FrontColor");
3089 } else if (i == in_count + 1) {
3090 sprintf(destination, "gl_FrontSecondaryColor");
3091 } else {
3092 sprintf(destination, "IN[%u]", i);
3095 if (size == 1) {
3096 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3097 } else {
3098 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3103 HeapFree(GetProcessHeap(), 0, set);
3106 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
3107 IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
3109 GLhandleARB ret = 0;
3110 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3111 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3112 IWineD3DDeviceImpl *device;
3113 DWORD vs_major = WINED3DSHADER_VERSION_MAJOR(vs->baseShader.reg_maps.shader_version);
3114 DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.reg_maps.shader_version) : 0;
3115 unsigned int i;
3116 SHADER_BUFFER buffer;
3117 DWORD usage_token;
3118 DWORD register_token;
3119 DWORD usage, usage_idx, writemask;
3120 char reg_mask[6];
3121 const struct semantic *semantics_out, *semantics_in;
3123 shader_buffer_init(&buffer);
3125 shader_addline(&buffer, "#version 120\n");
3127 if(vs_major < 3 && ps_major < 3) {
3128 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3129 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3131 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3132 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
3133 !device->frag_pipe->ffp_proj_control) {
3134 shader_addline(&buffer, "void order_ps_input() {\n");
3135 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3136 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3137 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3138 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3141 shader_addline(&buffer, "}\n");
3142 } else {
3143 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
3145 } else if(ps_major < 3 && vs_major >= 3) {
3146 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3147 semantics_out = vs->semantics_out;
3149 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3150 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3151 usage_token = semantics_out[i].usage;
3152 if (!usage_token) continue;
3153 register_token = semantics_out[i].reg;
3155 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3156 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3157 writemask = shader_glsl_get_write_mask(register_token, reg_mask);
3159 switch(usage) {
3160 case WINED3DDECLUSAGE_COLOR:
3161 if (usage_idx == 0)
3162 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3163 else if (usage_idx == 1)
3164 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3165 break;
3167 case WINED3DDECLUSAGE_POSITION:
3168 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3169 break;
3171 case WINED3DDECLUSAGE_TEXCOORD:
3172 if (usage_idx < 8) {
3173 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
3175 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3176 usage_idx, reg_mask, i, reg_mask);
3177 if(!(writemask & WINED3DSP_WRITEMASK_3)) {
3178 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
3181 break;
3183 case WINED3DDECLUSAGE_PSIZE:
3184 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3185 break;
3187 case WINED3DDECLUSAGE_FOG:
3188 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3189 break;
3191 default:
3192 break;
3195 shader_addline(&buffer, "}\n");
3197 } else if(ps_major >= 3 && vs_major >= 3) {
3198 semantics_out = vs->semantics_out;
3199 semantics_in = ps->semantics_in;
3201 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3202 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3203 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3205 /* First, sort out position and point size. Those are not passed to the pixel shader */
3206 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3207 usage_token = semantics_out[i].usage;
3208 if (!usage_token) continue;
3209 register_token = semantics_out[i].reg;
3211 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3212 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3213 shader_glsl_get_write_mask(register_token, reg_mask);
3215 switch(usage) {
3216 case WINED3DDECLUSAGE_POSITION:
3217 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3218 break;
3220 case WINED3DDECLUSAGE_PSIZE:
3221 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3222 break;
3224 default:
3225 break;
3229 /* Then, fix the pixel shader input */
3230 handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
3232 shader_addline(&buffer, "}\n");
3233 } else if(ps_major >= 3 && vs_major < 3) {
3234 semantics_in = ps->semantics_in;
3236 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3237 shader_addline(&buffer, "void order_ps_input() {\n");
3238 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3239 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3240 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3242 handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
3243 shader_addline(&buffer, "}\n");
3244 } else {
3245 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3248 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3249 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3250 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3251 checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
3252 GL_EXTCALL(glCompileShaderARB(ret));
3253 checkGLcall("glCompileShaderARB(ret)");
3255 shader_buffer_free(&buffer);
3256 return ret;
3259 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3260 GLhandleARB programId, char prefix)
3262 const local_constant *lconst;
3263 GLuint tmp_loc;
3264 const float *value;
3265 char glsl_name[8];
3267 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3268 value = (const float *)lconst->value;
3269 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3270 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3271 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3273 checkGLcall("Hardcoding local constants\n");
3276 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3277 * It sets the programId on the current StateBlock (because it should be called
3278 * inside of the DrawPrimitive() part of the render loop).
3280 * If a program for the given combination does not exist, create one, and store
3281 * the program in the hash table. If it creates a program, it will link the
3282 * given objects, too.
3284 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3285 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3286 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
3287 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3288 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3289 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3290 struct glsl_shader_prog_link *entry = NULL;
3291 GLhandleARB programId = 0;
3292 GLhandleARB reorder_shader_id = 0;
3293 int i;
3294 char glsl_name[8];
3295 GLhandleARB vshader_id, pshader_id;
3296 struct ps_compile_args compile_args;
3298 if(use_vs) {
3299 IWineD3DVertexShaderImpl_CompileShader(vshader);
3300 vshader_id = ((IWineD3DVertexShaderImpl*)vshader)->prgId;
3301 } else {
3302 vshader_id = 0;
3304 if(use_ps) {
3305 find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &compile_args);
3306 } else {
3307 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3308 memset(&compile_args, 0, sizeof(compile_args));
3310 entry = get_glsl_program_entry(priv, vshader_id, pshader, &compile_args);
3311 if (entry) {
3312 priv->glsl_program = entry;
3313 return;
3316 /* If we get to this point, then no matching program exists, so we create one */
3317 programId = GL_EXTCALL(glCreateProgramObjectARB());
3318 TRACE("Created new GLSL shader program %u\n", programId);
3320 /* Create the entry */
3321 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3322 entry->programId = programId;
3323 entry->vshader = vshader_id;
3324 entry->pshader = pshader;
3325 entry->ps_args = compile_args;
3326 entry->constant_version = 0;
3327 /* Add the hash table entry */
3328 add_glsl_program_entry(priv, entry);
3330 /* Set the current program */
3331 priv->glsl_program = entry;
3333 /* Attach GLSL vshader */
3334 if (vshader_id) {
3335 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3336 char tmp_name[10];
3338 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3339 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3340 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3341 checkGLcall("glAttachObjectARB");
3342 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3343 * is destroyed
3345 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3347 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3348 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3349 checkGLcall("glAttachObjectARB");
3351 /* Bind vertex attributes to a corresponding index number to match
3352 * the same index numbers as ARB_vertex_programs (makes loading
3353 * vertex attributes simpler). With this method, we can use the
3354 * exact same code to load the attributes later for both ARB and
3355 * GLSL shaders.
3357 * We have to do this here because we need to know the Program ID
3358 * in order to make the bindings work, and it has to be done prior
3359 * to linking the GLSL program. */
3360 for (i = 0; i < max_attribs; ++i) {
3361 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3362 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3363 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3366 checkGLcall("glBindAttribLocationARB");
3368 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3371 if(use_ps) {
3372 pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &compile_args);
3373 } else {
3374 pshader_id = 0;
3377 /* Attach GLSL pshader */
3378 if (pshader_id) {
3379 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3380 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3381 checkGLcall("glAttachObjectARB");
3383 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3386 /* Link the program */
3387 TRACE("Linking GLSL shader program %u\n", programId);
3388 GL_EXTCALL(glLinkProgramARB(programId));
3389 print_glsl_info_log(&GLINFO_LOCATION, programId);
3391 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3392 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3393 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3394 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3396 for (i = 0; i < MAX_CONST_I; ++i) {
3397 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3398 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3400 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3401 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3402 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3403 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3405 for (i = 0; i < MAX_CONST_I; ++i) {
3406 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3407 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3410 if(pshader) {
3411 for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
3412 char name[32];
3413 sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
3414 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3415 sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3416 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3417 sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3418 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3423 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3424 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3425 checkGLcall("Find glsl program uniform locations");
3427 if (pshader
3428 && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version) >= 3
3429 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4)
3431 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
3432 entry->vertex_color_clamp = GL_FALSE;
3433 } else {
3434 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
3437 /* Set the shader to allow uniform loading on it */
3438 GL_EXTCALL(glUseProgramObjectARB(programId));
3439 checkGLcall("glUseProgramObjectARB(programId)");
3441 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3442 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3443 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3444 * vertex shader with fixed function pixel processing is used we make sure that the card
3445 * supports enough samplers to allow the max number of vertex samplers with all possible
3446 * fixed function fragment processing setups. So once the program is linked these samplers
3447 * won't change.
3449 if(vshader_id) {
3450 /* Load vertex shader samplers */
3451 shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3453 if(pshader_id) {
3454 /* Load pixel shader samplers */
3455 shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3458 /* If the local constants do not have to be loaded with the environment constants,
3459 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3460 * later
3462 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
3463 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
3465 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
3466 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
3470 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
3472 GLhandleARB program_id;
3473 GLhandleARB vshader_id, pshader_id;
3474 static const char *blt_vshader[] =
3476 "#version 120\n"
3477 "void main(void)\n"
3478 "{\n"
3479 " gl_Position = gl_Vertex;\n"
3480 " gl_FrontColor = vec4(1.0);\n"
3481 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3482 "}\n"
3485 static const char *blt_pshaders[tex_type_count] =
3487 /* tex_1d */
3488 NULL,
3489 /* tex_2d */
3490 "#version 120\n"
3491 "uniform sampler2D sampler;\n"
3492 "void main(void)\n"
3493 "{\n"
3494 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3495 "}\n",
3496 /* tex_3d */
3497 NULL,
3498 /* tex_cube */
3499 "#version 120\n"
3500 "uniform samplerCube sampler;\n"
3501 "void main(void)\n"
3502 "{\n"
3503 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3504 "}\n",
3505 /* tex_rect */
3506 "#version 120\n"
3507 "#extension GL_ARB_texture_rectangle : enable\n"
3508 "uniform sampler2DRect sampler;\n"
3509 "void main(void)\n"
3510 "{\n"
3511 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3512 "}\n",
3515 if (!blt_pshaders[tex_type])
3517 FIXME("tex_type %#x not supported\n", tex_type);
3518 tex_type = tex_2d;
3521 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3522 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3523 GL_EXTCALL(glCompileShaderARB(vshader_id));
3525 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3526 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
3527 GL_EXTCALL(glCompileShaderARB(pshader_id));
3529 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3530 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3531 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3532 GL_EXTCALL(glLinkProgramARB(program_id));
3534 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3536 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3537 * is destroyed
3539 GL_EXTCALL(glDeleteObjectARB(vshader_id));
3540 GL_EXTCALL(glDeleteObjectARB(pshader_id));
3541 return program_id;
3544 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3545 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3546 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
3547 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3548 GLhandleARB program_id = 0;
3549 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
3551 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3553 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3554 else priv->glsl_program = NULL;
3556 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3558 if (old_vertex_color_clamp != current_vertex_color_clamp) {
3559 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
3560 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
3561 checkGLcall("glClampColorARB");
3562 } else {
3563 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3567 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3568 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3569 GL_EXTCALL(glUseProgramObjectARB(program_id));
3570 checkGLcall("glUseProgramObjectARB");
3573 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3574 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3575 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3576 struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
3577 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
3579 if (!*blt_program) {
3580 GLhandleARB loc;
3581 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
3582 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
3583 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3584 GL_EXTCALL(glUniform1iARB(loc, 0));
3585 } else {
3586 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3590 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
3591 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3592 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3593 struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
3594 GLhandleARB program_id;
3596 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3597 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3599 GL_EXTCALL(glUseProgramObjectARB(program_id));
3600 checkGLcall("glUseProgramObjectARB");
3603 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3604 const struct list *linked_programs;
3605 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3606 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3607 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)device->shader_priv;
3608 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3609 IWineD3DPixelShaderImpl *ps = NULL;
3610 IWineD3DVertexShaderImpl *vs = NULL;
3612 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3613 * can be called from IWineD3DBaseShader::Release
3615 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
3617 if(pshader) {
3618 ps = (IWineD3DPixelShaderImpl *) This;
3619 if(ps->num_gl_shaders == 0) return;
3620 } else {
3621 vs = (IWineD3DVertexShaderImpl *) This;
3622 if(vs->prgId == 0) return;
3625 linked_programs = &This->baseShader.linked_programs;
3627 TRACE("Deleting linked programs\n");
3628 if (linked_programs->next) {
3629 struct glsl_shader_prog_link *entry, *entry2;
3631 if(pshader) {
3632 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3633 delete_glsl_program_entry(priv, gl_info, entry);
3635 } else {
3636 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3637 delete_glsl_program_entry(priv, gl_info, entry);
3642 if(pshader) {
3643 UINT i;
3645 ENTER_GL();
3646 for(i = 0; i < ps->num_gl_shaders; i++) {
3647 TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId);
3648 GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId));
3649 checkGLcall("glDeleteObjectARB");
3651 LEAVE_GL();
3652 HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
3653 ps->gl_shaders = NULL;
3654 ps->num_gl_shaders = 0;
3655 ps->shader_array_size = 0;
3656 } else {
3657 TRACE("Deleting shader object %u\n", vs->prgId);
3658 ENTER_GL();
3659 GL_EXTCALL(glDeleteObjectARB(vs->prgId));
3660 checkGLcall("glDeleteObjectARB");
3661 LEAVE_GL();
3662 vs->prgId = 0;
3663 vs->baseShader.is_compiled = FALSE;
3667 static unsigned int glsl_program_key_hash(const void *key)
3669 const glsl_program_key_t *k = key;
3671 unsigned int hash = k->vshader | ((DWORD_PTR) k->pshader) << 16;
3672 hash += ~(hash << 15);
3673 hash ^= (hash >> 10);
3674 hash += (hash << 3);
3675 hash ^= (hash >> 6);
3676 hash += ~(hash << 11);
3677 hash ^= (hash >> 16);
3679 return hash;
3682 static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
3684 const glsl_program_key_t *ka = keya;
3685 const glsl_program_key_t *kb = keyb;
3687 return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
3688 (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0);
3691 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
3693 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
3694 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
3696 if (!mem)
3698 ERR("Failed to allocate memory\n");
3699 return FALSE;
3702 heap->entries = mem;
3703 heap->entries[1].version = 0;
3704 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
3705 heap->size = 1;
3707 return TRUE;
3710 static void constant_heap_free(struct constant_heap *heap)
3712 HeapFree(GetProcessHeap(), 0, heap->entries);
3715 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
3716 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3717 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3718 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
3719 SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
3721 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
3722 if (!priv->stack)
3724 ERR("Failed to allocate memory.\n");
3725 HeapFree(GetProcessHeap(), 0, priv);
3726 return E_OUTOFMEMORY;
3729 if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
3731 ERR("Failed to initialize vertex shader constant heap\n");
3732 HeapFree(GetProcessHeap(), 0, priv->stack);
3733 HeapFree(GetProcessHeap(), 0, priv);
3734 return E_OUTOFMEMORY;
3737 if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
3739 ERR("Failed to initialize pixel shader constant heap\n");
3740 constant_heap_free(&priv->vconst_heap);
3741 HeapFree(GetProcessHeap(), 0, priv->stack);
3742 HeapFree(GetProcessHeap(), 0, priv);
3743 return E_OUTOFMEMORY;
3746 priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
3747 priv->next_constant_version = 1;
3749 This->shader_priv = priv;
3750 return WINED3D_OK;
3753 static void shader_glsl_free(IWineD3DDevice *iface) {
3754 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3755 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3756 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
3757 int i;
3759 for (i = 0; i < tex_type_count; ++i)
3761 if (priv->depth_blt_program[i])
3763 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
3767 hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
3768 constant_heap_free(&priv->pconst_heap);
3769 constant_heap_free(&priv->vconst_heap);
3771 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3772 This->shader_priv = NULL;
3775 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
3776 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3777 return FALSE;
3780 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
3781 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3782 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3783 CONST DWORD *function = This->baseShader.function;
3784 const char *fragcolor;
3785 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3787 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3788 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3790 shader_addline(buffer, "#version 120\n");
3792 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3793 shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
3795 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3796 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3797 * drivers write a warning if we don't do so
3799 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3802 /* Base Declarations */
3803 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, args);
3805 /* Pack 3.0 inputs */
3806 if (reg_maps->shader_version >= WINED3DPS_VERSION(3,0) && args->vp_mode != vertexshader) {
3807 pshader_glsl_input_pack(buffer, This->semantics_in, iface, args->vp_mode);
3810 /* Base Shader Body */
3811 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3813 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3814 if (reg_maps->shader_version < WINED3DPS_VERSION(2,0))
3816 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3817 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
3818 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3819 else
3820 shader_addline(buffer, "gl_FragColor = R0;\n");
3823 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3824 fragcolor = "gl_FragData[0]";
3825 } else {
3826 fragcolor = "gl_FragColor";
3828 if(args->srgb_correction) {
3829 shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3830 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
3831 srgb_sub_high, srgb_sub_high, srgb_sub_high);
3832 shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
3833 shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
3834 shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
3835 shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
3836 shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
3838 /* Pixel shader < 3.0 do not replace the fog stage.
3839 * This implements linear fog computation and blending.
3840 * TODO: non linear fog
3841 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3842 * -1/(e-s) and e/(e-s) respectively.
3844 if(reg_maps->shader_version < WINED3DPS_VERSION(3,0)) {
3845 switch(args->fog) {
3846 case FOG_OFF: break;
3847 case FOG_LINEAR:
3848 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3849 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
3850 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3851 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3852 break;
3853 case FOG_EXP:
3854 FIXME("Implement EXP fog in glsl\n");
3855 break;
3856 case FOG_EXP2:
3857 FIXME("Implement EXP2 fog in glsl\n");
3858 break;
3862 shader_addline(buffer, "}\n");
3864 TRACE("Compiling shader object %u\n", shader_obj);
3865 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3866 GL_EXTCALL(glCompileShaderARB(shader_obj));
3867 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3869 /* Store the shader object */
3870 return shader_obj;
3873 static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
3874 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
3875 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3876 CONST DWORD *function = This->baseShader.function;
3877 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3879 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3880 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3882 shader_addline(buffer, "#version 120\n");
3884 /* Base Declarations */
3885 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL);
3887 /* Base Shader Body */
3888 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3890 /* Unpack 3.0 outputs */
3891 if (reg_maps->shader_version >= WINED3DVS_VERSION(3,0)) shader_addline(buffer, "order_ps_input(OUT);\n");
3892 else shader_addline(buffer, "order_ps_input();\n");
3894 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
3895 if (!reg_maps->fog)
3896 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3898 /* Write the final position.
3900 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3901 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3902 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3903 * contains 1.0 to allow a mad.
3905 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3906 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3908 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3910 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3911 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3912 * which is the same as z = z * 2 - w.
3914 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3916 shader_addline(buffer, "}\n");
3918 TRACE("Compiling shader object %u\n", shader_obj);
3919 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3920 GL_EXTCALL(glCompileShaderARB(shader_obj));
3921 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3923 /* Store the shader object */
3924 This->prgId = shader_obj;
3927 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
3929 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
3930 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
3931 * vs_nv_version which is based on NV_vertex_program.
3932 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
3933 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
3934 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
3935 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
3937 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3938 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
3939 else
3940 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
3941 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
3942 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
3944 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
3945 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
3946 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
3947 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
3948 * in max native instructions. Intel and others also offer the info in this extension but they
3949 * don't support GLSL (at least on Windows).
3951 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
3952 * of instructions is 512 or less we have to do with ps2.0 hardware.
3953 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
3955 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3956 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
3957 else
3958 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
3960 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
3961 * Direct3D minimum requirement.
3963 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
3964 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
3966 * The problem is that the refrast clamps temporary results in the shader to
3967 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
3968 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
3969 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
3970 * offer a way to query this.
3972 pCaps->PixelShader1xMaxValue = 8.0;
3973 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
3976 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
3978 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
3980 TRACE("Checking support for fixup:\n");
3981 dump_color_fixup_desc(fixup);
3984 /* We support everything except YUV conversions. */
3985 if (!is_yuv_fixup(fixup))
3987 TRACE("[OK]\n");
3988 return TRUE;
3991 TRACE("[FAILED]\n");
3992 return FALSE;
3995 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
3997 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
3998 /* WINED3DSIH_ADD */ shader_glsl_arith,
3999 /* WINED3DSIH_BEM */ pshader_glsl_bem,
4000 /* WINED3DSIH_BREAK */ shader_glsl_break,
4001 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4002 /* WINED3DSIH_BREAKP */ NULL,
4003 /* WINED3DSIH_CALL */ shader_glsl_call,
4004 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4005 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4006 /* WINED3DSIH_CND */ shader_glsl_cnd,
4007 /* WINED3DSIH_CRS */ shader_glsl_cross,
4008 /* WINED3DSIH_DCL */ NULL,
4009 /* WINED3DSIH_DEF */ NULL,
4010 /* WINED3DSIH_DEFB */ NULL,
4011 /* WINED3DSIH_DEFI */ NULL,
4012 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
4013 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4014 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4015 /* WINED3DSIH_DST */ shader_glsl_dst,
4016 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4017 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4018 /* WINED3DSIH_ELSE */ shader_glsl_else,
4019 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4020 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4021 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4022 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4023 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4024 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4025 /* WINED3DSIH_IF */ shader_glsl_if,
4026 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4027 /* WINED3DSIH_LABEL */ shader_glsl_label,
4028 /* WINED3DSIH_LIT */ shader_glsl_lit,
4029 /* WINED3DSIH_LOG */ shader_glsl_log,
4030 /* WINED3DSIH_LOGP */ shader_glsl_log,
4031 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4032 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4033 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4034 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4035 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4036 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4037 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4038 /* WINED3DSIH_MAD */ shader_glsl_mad,
4039 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4040 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4041 /* WINED3DSIH_MOV */ shader_glsl_mov,
4042 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4043 /* WINED3DSIH_MUL */ shader_glsl_arith,
4044 /* WINED3DSIH_NOP */ NULL,
4045 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
4046 /* WINED3DSIH_PHASE */ NULL,
4047 /* WINED3DSIH_POW */ shader_glsl_pow,
4048 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4049 /* WINED3DSIH_REP */ shader_glsl_rep,
4050 /* WINED3DSIH_RET */ NULL,
4051 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4052 /* WINED3DSIH_SETP */ NULL,
4053 /* WINED3DSIH_SGE */ shader_glsl_compare,
4054 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
4055 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4056 /* WINED3DSIH_SLT */ shader_glsl_compare,
4057 /* WINED3DSIH_SUB */ shader_glsl_arith,
4058 /* WINED3DSIH_TEX */ pshader_glsl_tex,
4059 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
4060 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
4061 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
4062 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
4063 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
4064 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
4065 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
4066 /* WINED3DSIH_TEXLDD */ NULL,
4067 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
4068 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
4069 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
4070 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
4071 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
4072 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4073 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
4074 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
4075 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
4076 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
4077 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
4078 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
4079 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
4082 const shader_backend_t glsl_shader_backend = {
4083 shader_glsl_instruction_handler_table,
4084 shader_glsl_select,
4085 shader_glsl_select_depth_blt,
4086 shader_glsl_deselect_depth_blt,
4087 shader_glsl_update_float_vertex_constants,
4088 shader_glsl_update_float_pixel_constants,
4089 shader_glsl_load_constants,
4090 shader_glsl_color_correction,
4091 shader_glsl_destroy,
4092 shader_glsl_alloc,
4093 shader_glsl_free,
4094 shader_glsl_dirty_const,
4095 shader_glsl_generate_pshader,
4096 shader_glsl_generate_vshader,
4097 shader_glsl_get_caps,
4098 shader_glsl_color_fixup_supported,